从徽章到老板挑战:通过支持需求的脚手架设计来指导和激励初级学习者

IF 4.1 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Melissa M. Grabner-Hagen , Tara Kingsley
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引用次数: 1

摘要

研究人员和教师正在转向游戏化和自决理论,以获得需求支持和学生学习动机。在两年的时间里,我们采用混合方法,研究了一位小学科学教师如何在混合学习环境中成功地实现游戏化,以满足学生的心理需求。通过观察和访谈,我们分析了游戏化设计中的机制和动力学。接下来,为了更深入地理解应用动机理论,我们考察了教师在设计中使用动机和认知支架的情况。参与游戏化课堂的学生经历了内在和外在动机,但报告了更高水平的自主动机。此外,学生们报告说,他们对自主性、能力和相关性的心理需求很高,并表示课堂需要支持。作为一个真实的、教师设计的、需要支持的小学课堂的案例研究,本研究为教育游戏化文献增添了一个独特的视角。对于游戏化探索来说,重要的是,我们描述了创造需求支持环境的认知和社会支架,这些支架说明了游戏化的整体方面,其中多种机制产生了游戏化环境。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
From badges to boss challenges: Gamification through need-supporting scaffolded design to instruct and motivate elementary learners

Researchers and instructors are turning to gamification and self-determination theory for need-supporting, student motivation for learning. Using a mixed methods approach over two school years, we examined how an elementary science teacher successfully implemented gamification in a blended learning environment to meet students’ psychological needs. Through observations and interviews, we analyzed the mechanics and dynamics within the gamification design. Next, for a deeper understanding of applied motivation theory, we examined the teacher's use of motivational and cognitive scaffolds in the design. Students participating in the gamified classroom experienced both intrinsic and extrinsic motivations but reported higher levels of autonomous motivation. Additionally, students reported high levels of the psychological needs of autonomy, competence, and relatedness, stating that the classroom was need-supporting. As a case study of an authentic, teacher-designed, need-supporting elementary classroom, this study adds a unique perspective to the educational gamification literature. Importantly for gamification exploration, we describe the cognitive and social scaffolds that created the need-supporting context, which illustrate the holistic aspects of gamification where multiple mechanisms produce a gamified environment.

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