“知道我并不孤单很有帮助”:用游戏化的、类似社交媒体的教学方法探索在线社区中的学生满意度

IF 2.3
Suzanne Ensmann, Aimee L. Whiteside
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引用次数: 3

摘要

这项描述性研究从2021年春季到2022年春季的18门课程中提供了学生使用游戏化、社交媒体式教学方法的经验教训。美国东南部一所中等规模大学的研究人员利用Christensen(2011)的破坏性创新理论作为指导框架,探索学生对这种教学方法的满意度。研究的第一阶段使用Ritzhaupt(2019)电子学习满意度调查(eLSS)来衡量学习者对这种方法的满意度。初步结果表明,学习者(n=145)对他们使用这种颠覆性技术的体验的评价高于eLSS上所有李克特量表问题的平均水平。使用类似方法的教学设计的最佳实践包括重复游戏规则,重新定义游戏之外的目的,帮助学生欣赏他们的社区,引导学生领导自己的帖子并获得反应,以及挫败那些试图游戏系统的人。对多个课程的初步调查结果表明,教师可以利用游戏体验和社交媒体之类的参与来培养关键联系,提高课程满意度。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
“It Helped to Know I Wasn't Alone”: Exploring Student Satisfaction in an Online Community with a Gamified, Social Media-Like Instructional Approach
This descriptive study offers lessons learned from students’ experiences with a gamified, social media-like instructional approach in eighteen courses from spring 2021 through spring 2022.  Researchers at a mid-sized university in the southeastern United States leveraged Christensen’s (2011) disruptive innovation theory as a guiding framework to explore student satisfaction with this instructional method. This first phase of the study measures learner satisfaction with this approach using the Ritzhaupt (2019) Electronic Learning Satisfaction Survey (eLSS).  Preliminary results suggest that learners (n=145) rated their experience with this disruptive technology above average on all Likert scale questions on the eLSS. Identified best practices for instructional design using similar approaches include repeating the game rules, reframing the purpose beyond the game, helping students appreciate their community, guiding students to lead their own posts and gain reactions, and thwarting those trying to game the system. Initial findings across multiple courses suggest that instructors can leverage the gameful experience and social media-like engagement to foster critical connections and increase course satisfaction. 
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CiteScore
7.50
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