探索游戏化在成人教育中的有效性:迪拜培训背景下以学习者为中心的定性案例研究

Q1 Social Sciences
Wafaa Elsawah
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引用次数: 0

摘要

目的本研究探讨迪拜一家私人培训公司在成人教育中游戏化的有效性。它研究了分数、徽章、排行榜和基于叙述的活动等游戏化元素如何影响动机、参与度和学习成果。该研究以自我决定理论(SDT)和诺尔斯的性学理论为基础,提供了一个理论视角来理解游戏化如何在多元文化和专业培训背景下与成人学习者对自主性、能力和相关性的需求保持一致。方法采用定性案例研究方法,对7名参与游戏化培训项目的成人学习者进行半结构化访谈。参与者代表了不同的专业背景,提供了他们在游戏化学习策略方面的经验。对数据进行主题分析,以确定学习者感知模式,重点关注三个主题:对游戏化的感知、对动机的影响以及在参与中的作用。研究结果表明,游戏化通过互动和协作活动培养成就感和参与感,从而增强了动机。与会者强调了游戏化元素在使学习变得愉快和相关方面的有效性。然而,游戏化疲劳和设计糟糕的竞争元素所带来的挫败感等挑战也引起了人们的注意,这强调了考虑周到和适应性执行的必要性。研究结果为教育工作者和培训师设计文化响应和以学习者为中心的游戏化干预提供了可操作的见解。通过解决设计挑战,该研究为在不同的成人教育环境中保持动力、参与和学习成果提供了最佳实践。独创性/价值本研究对迪拜专业培训背景下成人教育中游戏化的有限知识体系做出了贡献。它在游戏化理论和实践之间架起了桥梁,为优化游戏化学习策略提供了有价值的建议。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Exploring the effectiveness of gamification in adult education: A learner-centric qualitative case study in a dubai training context

Purpose

This study explores the effectiveness of gamification in adult education within a private training company in Dubai. It examines how gamified elements such as points, badges, leaderboards, and narrative-based activities impact motivation, engagement, and learning outcomes. The research is grounded in Self-Determination Theory (SDT) and Knowles' Andragogy Theory, providing a theoretical lens to understand how gamification aligns with adult learners' needs for autonomy, competence, and relatedness in a multicultural and professional training context.

Methodology

A qualitative case study approach was adopted, using semi-structured interviews with seven adult learners who participated in gamified training programs. Participants represented diverse professional backgrounds, offering insights into their experiences with gamified learning strategies. Data were analysed thematically to identify patterns in learner perceptions, focusing on three themes: perceptions of gamification, its impact on motivation, and its role in engagement.

Findings

The study reveals that gamification enhances motivation by fostering a sense of achievement and engagement through interactive and collaborative activities. Participants highlighted the effectiveness of gamified elements in making learning enjoyable and relevant. However, challenges such as gamification fatigue and demotivation from poorly designed competitive elements were also noted, emphasizing the need for thoughtful and adaptive implementation.

Implications

The findings offer actionable insights for educators and trainers to design culturally responsive and learner-centric gamified interventions. By addressing design challenges, the study informs best practices for sustaining motivation, engagement, and learning outcomes in diverse adult education settings.

Originality/ value

This research contributes to the limited body of knowledge on gamification in adult education within Dubai's professional training context. It bridges the gap between gamification theory and practice, providing valuable recommendations for optimizing gamified learning strategies.
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来源期刊
CiteScore
8.90
自引率
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审稿时长
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