游戏化增强了学生的内在动力、自主感和相关性,但对能力的影响微乎其微:荟萃分析和系统综述

Liuyufeng Li, Khe Foon Hew, Jiahui Du
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引用次数: 0

摘要

尽管近年来有许多研究探讨了游戏化作为一种激励策略在教育中的应用,但有关其对内在动机影响的证据并不一致。为了证明在教育中采用游戏化的正确与否,本研究探讨了游戏化对学生内在动机的影响以及潜在的动机因素:感知能力、自主性和相关性。在这篇综述中,我们分析了2011年至2022年间发表的比较游戏化学习与非游戏化学习的研究结果。我们对 35 项独立干预措施(涉及 2500 名参与者)进行的荟萃分析结果表明,游戏化学习与非游戏化学习相比,总体效果显著,但影响较小(Hedges' g = 0.257, 95% CI [0.043, 0.471], p = .019),没有证据表明存在发表偏差。游戏化还对学生的自主感(Hedges' g = 0.638, 95% CI [0.139, 1.136],p = .012)和相关感(Hedges' g = 1.776, 95% CI [0.737, 2.814],p = .001)产生了积极而显著的影响,但对能力(Hedges' g = 0.277, 95% CI [0.001, 0.553],p = .049)的影响甚微。为了进一步研究对内在动机影响较小的可能原因,我们对 31 项研究进行了系统回顾。研究结果表明,在采用游戏化提高学生内在学习动机的过程中遇到了两大挑战:学生缺乏感知能力,以及在游戏化课堂中缺乏感知自主性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

Gamification enhances student intrinsic motivation, perceptions of autonomy and relatedness, but minimal impact on competency: a meta-analysis and systematic review

Gamification enhances student intrinsic motivation, perceptions of autonomy and relatedness, but minimal impact on competency: a meta-analysis and systematic review

Although many studies in recent years have examined the use of gamification as a motivational strategy in education, evidence regarding its effects on intrinsic motivation is inconsistent. To make the case for or against the adoption of gamification in education, this study examines its effects on students’ intrinsic motivation and the underlying motivational factors: perceived competence, autonomy, and relatedness. In this review, we analyzed the results of studies comparing gamified learning with non-gamified learning published between 2011 and 2022. The results of our meta-analysis of 35 independent interventions (involving 2500 participants) indicated an overall significant but small effect size favoring gamified learning over learning without gamification (Hedges’ g = 0.257, 95% CI [0.043, 0.471], p = .019) with no evidence of publication bias. Gamification also exerted a positive and significant effect on the students’ perceptions of autonomy (Hedges’ g = 0.638, 95% CI [0.139, 1.136], p = .012) and relatedness (Hedges’ g = 1.776, 95% CI [0.737, 2.814], p = .001), but minimal impact on competence (Hedges’ g = 0.277, 95% CI [0.001, 0.553], p = .049). To further investigate the possible reasons for the small impact on intrinsic motivation, a systematic review of 31 studies was conducted. The findings revealed two major challenges encountered in the adoption of gamification to increase students’ intrinsic motivation: students’ lack of perceived competence and lack of perceived autonomy in gamified classes.

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