游戏化对小学生学习动机的影响:行动研究实地实验

Mohammed Mohammed, Amal Fatemah, Lobna Hassan
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引用次数: 0

摘要

游戏化的研究和实践已经深入人心,但关于具体设计元素的有效性及其使用环境,尤其是在发展中国家,还缺乏实验和实地证据。本研究旨在衡量数字学习环境游戏化的效果,并比较徽章和排行榜对小学生认知和成就动机发展的影响。研究开发了一个以循环系统为重点、采用互动故事的游戏化环境。在埃及的一所小学通过现场实验对其进行了测试。研究样本为 30 名五年级学生,分为两个平等的实验组(徽章组和排行榜组)。结果表明,两个实验组的学生在认知和成就动机方面都有所提高。然而,徽章和排行榜对两个实验组参与者的认知和成就动机的影响没有明显差异。这些研究结果表明,游戏化的效果更可能是由于整体设计和新颖性,而不是特定游戏元素的具体使用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Effects of Gamification on Motivations of Elementary School Students: An Action Research Field Experiment
Gamification research and practice have gained popularity, but there is a lack of experimental and field evidence regarding the effectiveness of specific design elements and their use contexts especially in developing countries. This research aimed to measure the effect of gamifying digital learning environments and compare the effects of badges and leaderboards on the development of cognitive and achievement motivation of elementary school students. A gamified environment focused on the circulatory system and employing interactive storytelling was developed. It was tested through an in-field experiment at an elementary school in Egypt. The research sample was of 30 students in the 5th grade, divided into two equal experimental groups (badges - leaderboard). The results indicated an increase in cognitive and achievement motivation among students in both experimental groups. However, there were no significant differences in the effects of badges and leaderboards on the cognitive and achievement motivations of the participants in the two experimental groups. These findings suggest that the effects of gamification are more likely due to the holistic design and novelty, rather than the specific use of a specific game element.
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