基于项目的学习与游戏化的课程设计框架

IF 4.3 Q1 PSYCHOLOGY, MULTIDISCIPLINARY
Muhammad Ishaq, Kamran Abid, Uzma Farooq, Kashif Ishaq, Nurhizam Safie, Adnan Abid
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引用次数: 0

摘要

在许多有用的技术和其他干预措施的帮助下,教学方法受到了影响和改进。在过去,许多人都在努力将基于项目的学习(PBL)与各种领域的游戏化相结合。然而,构建游戏化项目学习的系统框架对于不同教育环境下不同课程的设计和实施具有重要的参考意义。因此,本研究提出了一个名为MyGamify的框架,该框架由内容域、PBL、游戏化和反馈系统组成。这可以作为教师设计课程的参考框架,使用PBL进行教学,并辅以游戏化,以改善学习体验。该框架已经过相关专家的正式验证,并在通过web和移动接口公开的应用程序的帮助下实现。随后,为了评估所建议的框架的有效性,我们对来自两所不同院校的近300名学生和教师进行了纵向研究,据此对数据库系统课程的介绍进行了相应的重新设计,并采用以下三种不同的方法教授给所涉及院校的三个不同批次的学生:(a)学期末的项目,(b)整个学期的项目,以及(c)与游戏化相结合的整个学期的项目。本研究收集的数据已被分析,以确定学习成果的实现,学生的参与和项目完成的百分比。分析表明,PBL与游戏化相结合,学生表现良好。在游戏化的环境中,通过在一个定义明确的项目中练习整个学期的概念,帮助学生提高参与度,更好地完成项目,更好地完成学习目标。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

A Framework for Designing Courses by Synergizing Project-Based Learning With Gamification

A Framework for Designing Courses by Synergizing Project-Based Learning With Gamification

The pedagogical methodologies have been influenced and improved with the help of many useful technological and other interventions. In the past, many efforts have been made to blend project-based learning (PBL) with gamification for a variety of domains. However, it is significant to construct a systematic framework of gamified project–based learning that can be used as a reference for designing and executing different courses in different educational settings. Hence, this research proposes a framework named MyGamify that comprises components including content domain, PBL, gamification, and a feedback system. This can be used as a reference framework for the instructors to design a course to be taught using PBL, augmented with gamification, for an improved learning experience. The framework has been formally validated by involving relevant experts, and it has been implemented with the help of an application that is exposed through web and mobile interfaces. Subsequently, to evaluate the effectiveness of the proposed framework, a longitudinal study has been conducted involving nearly 300 students and faculty members from two different institutions, whereby the course introduction to database systems has been redesigned accordingly and taught to the students of three different batches in the involved institutions using the following three different methods: (a) project at the end of the semester, (b) project throughout the semester, and (c) project throughout the semester blended with gamification. The data gathered by this study has been analyzed to identify the fulfillment of learning outcomes, students’ involvement, and percentage of project completion. The analysis reveals that the students performed well when combining PBL with gamification. It helped improve students’ involvement, better completion of projects, and better accomplishment of learning objectives by practicing the concepts throughout the semester on a well-defined project in a gamified environment.

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来源期刊
Human Behavior and Emerging Technologies
Human Behavior and Emerging Technologies Social Sciences-Social Sciences (all)
CiteScore
17.20
自引率
8.70%
发文量
73
期刊介绍: Human Behavior and Emerging Technologies is an interdisciplinary journal dedicated to publishing high-impact research that enhances understanding of the complex interactions between diverse human behavior and emerging digital technologies.
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