游戏化对本科生数字素养课程学习者的影响和接受程度:随机对照试验

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2024-08-23 DOI:10.2196/52017
Abeer Alnuaim
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引用次数: 0

摘要

背景:近年来,技术与教育的融合彻底改变了传统的学习模式。数字素养作为 21 世纪的一项重要技能,已成为现代教育的一个重要方面,它使学生能够浏览、批判性地评估和有效使用数字工具。随着教育工作者努力提高学生的参与度和学习效果,游戏化作为一种吉祥的教学方法出现了。通过将游戏机制应用到非游戏情境中,游戏化旨在创造一种更加身临其境的数字化学习体验:本研究论文旨在调查游戏化对本科生数字扫盲课程学习者的影响和接受程度:在一项前后干预研究中,168 名本科生被随机分配到实验组(基于游戏化)或对照组(传统)学习条件下。结果:实证研究结果表明,实验组和对照组的学生在数字扫盲课程中学习了相同的内容:实证研究结果表明,实验组学生的数字素养学习成绩优于未接触游戏化学习环境的学生。参与者之前的游戏化经验并不能显著预测他们在数字扫盲课程中对游戏化的接受程度:这项研究为游戏化在加强数字扫盲教育方面的潜在益处提供了证据,并为在高等教育环境中进一步探索和实施游戏化学习方法打开了大门。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Impact and Acceptance of Gamification by Learners in a Digital Literacy Course at the Undergraduate Level: Randomized Controlled Trial.

Background: In recent years, the integration of technology in education has revolutionized traditional learning paradigms. Digital literacy, a crucial skill in the 21st century, has become a vital aspect of modern education, enabling students to navigate, critically assess, and effectively use digital tools. As educators strive to boost engagement and learning outcomes, gamification has appeared as an auspicious pedagogical approach. By applying game mechanics to nongame contexts, gamification seeks to create a more immersive and digital learning experience.

Objective: This research paper aims to investigate the impact and acceptance of gamification by learners in a digital literacy course at the undergraduate level.

Methods: In a pre-post intervention study, 168 undergraduate students were randomly assigned either to the experimental group (gamification based) or control group (conventional) learning condition. Both groups of participants learned the same topics in digital literacy.

Results: Empirical findings showed that participants from the experimental group had better academic performance in digital literacy than those who were not exposed to the game-based learning environment. The participants' prior experience with gamification was not found to be a significant predictor of their acceptance of gamification in a digital literacy course.

Conclusions: The study provides evidence supporting the potential benefits of gamification in enhancing digital literacy education and opens the door for further exploration and implementation of gamified learning approaches in higher education settings.

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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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