提高小型和大型工程课堂参与度和学习的游戏化方法

Q2 Social Sciences
David McIntosh, Waleed Al-Nuaimy, Ali Al Ataby, Ian Sandall, Valerio Selis, Shawnee Allen
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引用次数: 0

摘要

工程教育在处理抽象或高技术概念时尤其具有挑战性,如数学、信号、数字电子学、电子系统和编程。由于出勤率低和参与度低,辅导课往往是无效的,而大班规模、非同质学生群体以及混合学习和远程学习的压力又加剧了这些影响。事实证明,使用移动和基于应用程序的测验将形成性评估和教程的某些方面游戏化,在改善课堂动态、减少分心、提高学生出勤率和参与度方面取得了成功。这种游戏化的课程可以被视为具有吸引力,竞争性,视觉吸引力和娱乐性,同时提供即时反馈并使学生能够驾驭自己的学习。通过努力调节和元认知的结合,仔细地将工程主题的问题课程游戏化,可以使学习更有效地自我调节。本文介绍了在英国高等教育环境中采用的低门槛和高门槛游戏化策略,以提高学生在一系列具有挑战性的本科工程课程中的学习,从少于30名学生到超过180名学生,并定性地评估了影响和学生的反应。虽然有很多文献调查了学生对游戏化的看法,但往往缺乏广泛的学生个人声音。因此,我们的一位作者,一位刚毕业的学生,就她的游戏化经历进行了详细的反思。最后,我们提出了一些结论,供从业者进一步探索和采用,考虑部署各种类型游戏化的最有效方法。这些结论包括建议在课堂内外使用匿名参与的基于应用的测验游戏,将单个环节或整个课程游戏化,以及需要继续用更传统的问题和有效的解决方案来补充测验游戏学习。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gamification Approaches for Improving Engagement and Learning in Small and Large Engineering Classes
Engineering education can be particularly challenging when dealing with abstract or highly technical concepts such as mathematics, signals, digital electronics, electronic systems, and programming. Tutorial sessions are often ineffective as a result of poor attendance and engagement, with these effects exacerbated by large class sizes, non-homogenous student groups, and the pressures of hybrid and remote learning. Gamification of some aspects of formative assessments and tutorials using mobile and app-based quizzes has proved to be successful in improving lecture theatre dynamics, reducing distractions and enhancing student attendance and engagement. Such gamified sessions can be perceived as engaging, competitive, visually appealing, and entertaining, while providing instant feedback and empowering students to navigate their own learning. Careful gamification of problem classes for engineering topics can enable more effective self-regulation of learning through a combination of effort regulation and metacognition. This paper presents both lowand high-threshold gamification strategies adopted in a U.K. higher education setting to enhance student learning in a set of challenging undergraduate engineering courses ranging from less than 30 students to more than 180 students, and qualitatively assesses impact and student reactions. While there is much literature canvassing student opinions on gamification, extensive individual student voice tends to be missing. Therefore, one of our authors, who is a recent graduate, presents a detailed reflection on her experiences of gamification. Finally, we present some conclusions for further exploration and adoption by practitioners, considering the most effective ways to deploy the various types of gamification. These conclusions include recommendations to use app-based quiz games with anonymous participation both within and outside the classroom, gamifying either single sessions or the course as a whole, and the need to continue supplementing quiz-game learning with more traditional problems and worked solutions.
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来源期刊
CiteScore
2.80
自引率
0.00%
发文量
120
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