测验模式对学生学习成绩的影响:一项游戏化电子测验研究

Q1 Social Sciences
Kyung-Mi O
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引用次数: 0

摘要

本研究旨在调查大学生在线英语教学理论课程测验模式对学业成绩的影响,以及他们对游戏化电子测验模式的认知。首尔一所女子大学的42名学生参加了为期12周的研究。本研究采用交叉设计(AB/BA),比较了a组(n=22)和B组(n=20)在经历游戏化和传统电子测验干预后的学业成绩。A组在最初的三周内接受游戏化的电子测试,休息三周,然后再进行三周的传统电子测试。B组以相反的顺序接受相同的治疗:首先进行传统的电子测试,然后进行冲洗休息,然后进行游戏化的电子测试。三个测试——一个前测试和两个后测试——被用来衡量参与者的学业成就。每次干预后使用两个平行的调查表格来测量学生的感知。测试结果的数据分析表明,游戏化电子测验后学生的学业成绩与传统电子测验后学生的学业成绩没有显著差异。此外,调查数据表明,除了一些数据集表明对游戏化电子测验有更有利的看法外,两组参与者对这两种测验模式的看法大多是积极的。此外,两组中都有更多的参与者选择游戏化的电子测验而不是传统的,他们将游戏化的电子测验描述为愉快、激励和低焦虑的体验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Impact of Quiz Mode on Students’ Learning Achievement: A Gamified e-Quiz Study
This study investigated the impact of quiz mode on university students' academic achievement in an online ESOL theory course as well as their perceptions of the gamified e-quiz mode. Forty-two students at a women's university in Seoul participated in the study for 12 weeks. Utilizing a crossover design (AB/BA), this study compared the academic achievements of Group A (n=22) and Group B (n=20) after experiencing both gamified and conventional e-quiz interventions. Group A was treated with gamified e-quizzes for an initial three weeks, had a three-week break, and was then provided with conventional e-quizzes for three weeks. Group B received the same treatments in reverse order: taking the conventional e-quizzes first, having a washout break, and then taking gamified e-quizzes. Three tests—one pre-test and two post-tests—were developed and used to measure the participants’ academic achievement. Two parallel survey forms were used after each intervention to measure the students' perceptions. The data analyses of the test results indicated that the students' academic achievements after the gamified e-quizzes were not significantly different from those after the conventional e-quizzes. In addition, the survey data illustrated, except for some data sets indicating more favorable perceptions toward gamified e-quizzes, that the participants of both groups viewed the two modes of quizzes mostly positively. Moreover, more participants in both groups chose gamified e-quizzes over conventional ones, describing the gamified e-quizzes as enjoyable, motivating, and low-anxious experiences.
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来源期刊
自引率
0.00%
发文量
352
审稿时长
12 weeks
期刊介绍: This interdisciplinary journal focuses on the exchange of relevant trends and research results and presents practical experiences gained while developing and testing elements of technology enhanced learning. It bridges the gap between pure academic research journals and more practical publications. So it covers the full range from research, application development to experience reports and product descriptions. Fields of interest include, but are not limited to: -Software / Distributed Systems -Knowledge Management -Semantic Web -MashUp Technologies -Platforms and Content Authoring -New Learning Models and Applications -Pedagogical and Psychological Issues -Trust / Security -Internet Applications -Networked Tools -Mobile / wireless -Electronics -Visualisation -Bio- / Neuroinformatics -Language /Speech -Collaboration Tools / Collaborative Networks
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