基于学生感知的外语学习游戏化研究

Pepen Permana, Irma Permatawati, Ending Khoerudin
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引用次数: 1

摘要

摘要游戏化,或在游戏环境之外使用游戏属性来影响与学习相关的行为或态度,被视为支持有学习或行为挑战的学生的不同需求的创新方式。Quizizz是一款越来越受欢迎的数字教育游戏,这是一款基于游戏的在线测试,可以进行有趣的多人教学活动,并允许学习者使用设备进行练习。这项研究旨在检验学生对在印尼潘迪迪迪坎大学德语课堂上使用Quizizz作为形成性测试工具的看法。这项研究的参与者是学习德语的一年级学生,他们使用Quizizz进行了一个学期的形成性测试。本研究采用描述性定性研究设计,从问卷中收集数据,以深入了解Quizizz如何影响快乐、动机、参与度和满意度。结果显示,问卷中所问的各个方面都得到了强烈的积极回应,表明学生在课堂上对Quizizz有很好的感知。在德语学习中使用Quizizz的积极反应表明,它可以作为语言学习中的一种形成性评估工具得到更广泛的使用。研究结果表明,游戏化可以成为吸引学生并激励他们学习的有效方式。因此,教育工作者可能希望考虑在课堂上使用其他游戏化的工具和技术,以创造更愉快、更吸引人的学习体验。关键词:游戏化,德语课堂,Quizizz,学生感知
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Foreign Language Learning Gamification Using Quizizz: A Systematic Review Based on Students’ Perception
Abstract. Gamification, or the use of game attributes outside of a game context to affect learning-related behaviors or attitudes, is seen as an innovative way to support the diverse needs of students with learning or behavioral challenges. One digital educational game that is gaining popularity is Quizizz, a game-based online test that enables entertaining multiplayer teaching activities and allows learners to practice with their devices. This study aimed to examine students' perceptions of the use of Quizizz as a formative test tool in German classrooms at Universitas Pendidikan Indonesia. The participants of this study were first-year students studying German who were given a formative test using Quizizz for one semester. A descriptive qualitative research design was used in this study, in which data were collected from questionnaires to gain insight into how Quizizz affected the aspects of enjoyment, motivation, engagement, and satisfaction. The results showed that all aspects asked in the questionnaire received a strong positive response, indicating that students have a very good perception of Quizizz in the classroom. The positive response to the use of Quizizz in German language learning suggests that it could be used more widely as a formative assessment tool in language learning. The findings suggest that gamification can be an effective way to engage students and motivate them to learn. As a result, educators may want to consider using other gamified tools and techniques in the classroom to create a more enjoyable and engaging learning experience.Keywords: Gamification, German Classroom, Quizizz, Students' Perception
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