未来教师对游戏化在线评估工具的看法

Mehmet Marangoz, Sami Şahi̇n
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引用次数: 0

摘要

游戏化(Gamification)是指将游戏机制、动态和组成部分融入非游戏情境,近年来在教育领域引起了广泛关注。通过查阅文献,我们可以发现许多可以将内容游戏化的应用。本研究旨在探讨学生对教育游戏化的看法,特别关注广为人知的 Kahoot 应用。在本研究的范围内,它旨在探讨学生对在正规和远程教育课程中应用基于 Kahoot 的游戏化技术的看法。研究采用混合研究法,即定量和定性方法并用。定量数据采用算术平均数、标准差和独立样本 t 检验等统计方法进行分析。定性数据通过访谈收集和分析。2021-2022 年秋季学期,土耳其一所国立大学教育专业的 278 名职前教师参加了研究。其中,162 名学生通过远程教育方式参与研究,116 名学生通过正规教育方式参与研究。研究采用了一份包含 19 个项目的关于 Kahoot 游戏化的意见调查问卷和一份由开放式问题组成的表格来收集数据。参与者在下课后定期参加 Kahoot 游戏化活动,为期 8 周。结果显示,学员们普遍对 Kahoot 游戏化应用感到满意。他们认为这些应用既有趣又有指导意义。学生们普遍认为 Kahoot 是一个有用的应用程序。不过,结论是一些参与者遇到了网络连接问题、网络配额问题、响应时间不足以及害怕在排名中落后等问题。根据这些结果,建议在课堂上使用 Kahoot 应用程序和游戏化活动。为了减少远程教育环境中缺乏互动的问题,建议在远程教育中加入类似 Kahoot 的应用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Prospective Teachers' Views on Gamified Online Assessment Tools
Gamification, which refers to the integration of game mechanics, dynamics and components into non-game contexts, has attracted significant attention in education in recent years. When the literature is examined, it is possible to find many applications that can gamify content. This study aims to explore students' perspectives on gamification in education with a special focus on the widely known Kahoot application. Within the scope of this research, it aims to explore students' views on the application of Kahoot-based gamification techniques in formal and distance education courses. The study was conducted with a mixed research method in which both quantitative and qualitative methods were used together. Quantitative data were analyzed using statistical measures such as arithmetic mean, standard deviation and independent sample t-test. Qualitative data were collected and analyzed through interviews. In the fall semester of 2021-2022, 278 pre-service teachers enrolled in the education programs of a state university in Turkey participated in the study. While 162 students participated in the study with distance education method, 116 students participated with formal education method. A 19-item opinion questionnaire on gamification using Kahoot and a form consisting of open-ended questions were used to collect data. The participants regularly participated in Kahoot gamification activities at the end of classes for 8 weeks. According to the results, the participants were generally satisfied with the gamification applications with Kahoot. They found these applications both fun and instructive. Students generally agreed that Kahoot is a useful application. However, it was concluded that some participants experienced internet connection problems, internet quota problems, insufficient response time and fear of being left behind in the ranking. According to these results, it is recommended to use Kahoot application and gamification activities in classrooms. In order to reduce the problem of lack of interaction in distance education environments, it is recommended to include Kahoot-like applications in distance education.
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