工作-整合学习游戏化设计框架

Q3 Engineering
Raslapat Suteeca, Theerasak Nitlarp
{"title":"工作-整合学习游戏化设计框架","authors":"Raslapat Suteeca, Theerasak Nitlarp","doi":"10.1109/ECTIDAMTNCON57770.2023.10139455","DOIUrl":null,"url":null,"abstract":"Gamification as an instructional method is gaining popularity to foster essential student attributes such as engagement, collaboration, and drive. This research aims to investigate the effectiveness of using gamification as an instructional method in work-integrated learning (WIL) within an organizational context. We designed a gamification approach tailored to develop competencies and motivations in WIL, and we collected data from fourth-year students of Modern Management and Information Technology who participated in cooperative education for at least six months. The collected data was analyzed using a structural equation model to identify relevant factors and provide insights into the use of gamification in WIL. Our study identified seven categories of motivation for using gamification, including goal setting, self-monitoring, rewards, sharing, social comparison, cooperation, and social learning. The findings demonstrate that gamification can be an effective instructional method in WIL for promoting engagement, collaboration, and drive among learners. The results have important implications for future research and practice in this area.","PeriodicalId":38808,"journal":{"name":"Transactions on Electrical Engineering, Electronics, and Communications","volume":"25 1","pages":"126-130"},"PeriodicalIF":0.0000,"publicationDate":"2023-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Work - Integrated Learning Gamification Design Framework\",\"authors\":\"Raslapat Suteeca, Theerasak Nitlarp\",\"doi\":\"10.1109/ECTIDAMTNCON57770.2023.10139455\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Gamification as an instructional method is gaining popularity to foster essential student attributes such as engagement, collaboration, and drive. This research aims to investigate the effectiveness of using gamification as an instructional method in work-integrated learning (WIL) within an organizational context. We designed a gamification approach tailored to develop competencies and motivations in WIL, and we collected data from fourth-year students of Modern Management and Information Technology who participated in cooperative education for at least six months. The collected data was analyzed using a structural equation model to identify relevant factors and provide insights into the use of gamification in WIL. Our study identified seven categories of motivation for using gamification, including goal setting, self-monitoring, rewards, sharing, social comparison, cooperation, and social learning. The findings demonstrate that gamification can be an effective instructional method in WIL for promoting engagement, collaboration, and drive among learners. The results have important implications for future research and practice in this area.\",\"PeriodicalId\":38808,\"journal\":{\"name\":\"Transactions on Electrical Engineering, Electronics, and Communications\",\"volume\":\"25 1\",\"pages\":\"126-130\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-03-22\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Transactions on Electrical Engineering, Electronics, and Communications\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ECTIDAMTNCON57770.2023.10139455\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"Engineering\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Transactions on Electrical Engineering, Electronics, and Communications","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ECTIDAMTNCON57770.2023.10139455","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"Engineering","Score":null,"Total":0}
引用次数: 0

摘要

游戏化作为一种教学方法越来越受欢迎,它可以培养学生的基本素质,如参与、合作和动力。本研究旨在探讨在组织背景下,将游戏化作为一种教学方法在工作整合学习(WIL)中的有效性。我们设计了一种游戏化方法,旨在培养学生在工学应用中的能力和动机,并收集了参与合作教育至少六个月的现代管理与信息技术专业四年级学生的数据。使用结构方程模型对收集的数据进行分析,以确定相关因素,并为游戏化在WIL中的使用提供见解。我们的研究确定了使用游戏化的七种动机,包括目标设定、自我监控、奖励、分享、社会比较、合作和社会学习。研究结果表明,游戏化是一种有效的教学方法,可以促进学习者的参与、合作和动力。研究结果对今后该领域的研究和实践具有重要意义。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Work - Integrated Learning Gamification Design Framework
Gamification as an instructional method is gaining popularity to foster essential student attributes such as engagement, collaboration, and drive. This research aims to investigate the effectiveness of using gamification as an instructional method in work-integrated learning (WIL) within an organizational context. We designed a gamification approach tailored to develop competencies and motivations in WIL, and we collected data from fourth-year students of Modern Management and Information Technology who participated in cooperative education for at least six months. The collected data was analyzed using a structural equation model to identify relevant factors and provide insights into the use of gamification in WIL. Our study identified seven categories of motivation for using gamification, including goal setting, self-monitoring, rewards, sharing, social comparison, cooperation, and social learning. The findings demonstrate that gamification can be an effective instructional method in WIL for promoting engagement, collaboration, and drive among learners. The results have important implications for future research and practice in this area.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
Transactions on Electrical Engineering, Electronics, and Communications
Transactions on Electrical Engineering, Electronics, and Communications Engineering-Electrical and Electronic Engineering
CiteScore
1.60
自引率
0.00%
发文量
45
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信