Benjamín Maraza-Quispe;Walter Choquehuanca-Quispe;Víctor Hugo Rosas-Imán;Lita Marianela Quispe-Flores;Manuel Alfredo Alcázar-Holguin;Giuliana Feliciano-Yucra;Atilio Cesar Martinez-Lopez
{"title":"游戏化对协作学习发展的影响:定量实验方法","authors":"Benjamín Maraza-Quispe;Walter Choquehuanca-Quispe;Víctor Hugo Rosas-Imán;Lita Marianela Quispe-Flores;Manuel Alfredo Alcázar-Holguin;Giuliana Feliciano-Yucra;Atilio Cesar Martinez-Lopez","doi":"10.1109/RITA.2024.3368360","DOIUrl":null,"url":null,"abstract":"The objective of the research is to assess the impact of using the Classcraft gamification platform to promote collaborative work among students in Regular Basic Education. The selected population consisted of 200 third-grade high school students, with the experimental sample comprising 30 students selected through non-probabilistic convenience sampling, based on inclusion criteria such as technological skills and tool management. The activities developed detail learning sessions designed to develop various aspects of collaborative work using the Classcraft gamification platform. The data collection instrument includes a questionnaire divided into 5 dimensions: Positive interdependence, task interdependence, individual and group responsibility, interpersonal and small group skills, and internal team management. Each dimension contains items rated on a scale from 1 to 5. The pretest results showed that the majority of students had a regular level of collaborative work. However, in the posttest, a significant increase in the “Good” level was observed, indicating effective development of collaborative work following the intervention with the Classcraft platform. In conclusion, the study demonstrated that the use of the Classcraft gamification platform had a positive impact on the development of collaborative work in high school students. The results suggest that the implementation of this platform contributed to strengthening internal team management skills and collaborative learning, improving interdependence, and individual and group responsibility among students. These findings support the initial hypothesis and underscore the importance of gamification in the educational context for promoting effective collaboration among students.","PeriodicalId":1,"journal":{"name":"Accounts of Chemical Research","volume":null,"pages":null},"PeriodicalIF":16.4000,"publicationDate":"2024-02-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Impact of Gamification on Collaborative Learning Development: A Quantitative Experimental Approach\",\"authors\":\"Benjamín Maraza-Quispe;Walter Choquehuanca-Quispe;Víctor Hugo Rosas-Imán;Lita Marianela Quispe-Flores;Manuel Alfredo Alcázar-Holguin;Giuliana Feliciano-Yucra;Atilio Cesar Martinez-Lopez\",\"doi\":\"10.1109/RITA.2024.3368360\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The objective of the research is to assess the impact of using the Classcraft gamification platform to promote collaborative work among students in Regular Basic Education. The selected population consisted of 200 third-grade high school students, with the experimental sample comprising 30 students selected through non-probabilistic convenience sampling, based on inclusion criteria such as technological skills and tool management. The activities developed detail learning sessions designed to develop various aspects of collaborative work using the Classcraft gamification platform. The data collection instrument includes a questionnaire divided into 5 dimensions: Positive interdependence, task interdependence, individual and group responsibility, interpersonal and small group skills, and internal team management. Each dimension contains items rated on a scale from 1 to 5. The pretest results showed that the majority of students had a regular level of collaborative work. However, in the posttest, a significant increase in the “Good” level was observed, indicating effective development of collaborative work following the intervention with the Classcraft platform. In conclusion, the study demonstrated that the use of the Classcraft gamification platform had a positive impact on the development of collaborative work in high school students. The results suggest that the implementation of this platform contributed to strengthening internal team management skills and collaborative learning, improving interdependence, and individual and group responsibility among students. These findings support the initial hypothesis and underscore the importance of gamification in the educational context for promoting effective collaboration among students.\",\"PeriodicalId\":1,\"journal\":{\"name\":\"Accounts of Chemical Research\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":16.4000,\"publicationDate\":\"2024-02-22\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Accounts of Chemical Research\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://ieeexplore.ieee.org/document/10443699/\",\"RegionNum\":1,\"RegionCategory\":\"化学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"CHEMISTRY, MULTIDISCIPLINARY\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Accounts of Chemical Research","FirstCategoryId":"1085","ListUrlMain":"https://ieeexplore.ieee.org/document/10443699/","RegionNum":1,"RegionCategory":"化学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"CHEMISTRY, MULTIDISCIPLINARY","Score":null,"Total":0}
Impact of Gamification on Collaborative Learning Development: A Quantitative Experimental Approach
The objective of the research is to assess the impact of using the Classcraft gamification platform to promote collaborative work among students in Regular Basic Education. The selected population consisted of 200 third-grade high school students, with the experimental sample comprising 30 students selected through non-probabilistic convenience sampling, based on inclusion criteria such as technological skills and tool management. The activities developed detail learning sessions designed to develop various aspects of collaborative work using the Classcraft gamification platform. The data collection instrument includes a questionnaire divided into 5 dimensions: Positive interdependence, task interdependence, individual and group responsibility, interpersonal and small group skills, and internal team management. Each dimension contains items rated on a scale from 1 to 5. The pretest results showed that the majority of students had a regular level of collaborative work. However, in the posttest, a significant increase in the “Good” level was observed, indicating effective development of collaborative work following the intervention with the Classcraft platform. In conclusion, the study demonstrated that the use of the Classcraft gamification platform had a positive impact on the development of collaborative work in high school students. The results suggest that the implementation of this platform contributed to strengthening internal team management skills and collaborative learning, improving interdependence, and individual and group responsibility among students. These findings support the initial hypothesis and underscore the importance of gamification in the educational context for promoting effective collaboration among students.
期刊介绍:
Accounts of Chemical Research presents short, concise and critical articles offering easy-to-read overviews of basic research and applications in all areas of chemistry and biochemistry. These short reviews focus on research from the author’s own laboratory and are designed to teach the reader about a research project. In addition, Accounts of Chemical Research publishes commentaries that give an informed opinion on a current research problem. Special Issues online are devoted to a single topic of unusual activity and significance.
Accounts of Chemical Research replaces the traditional article abstract with an article "Conspectus." These entries synopsize the research affording the reader a closer look at the content and significance of an article. Through this provision of a more detailed description of the article contents, the Conspectus enhances the article's discoverability by search engines and the exposure for the research.