游戏化的课堂课程提高了学生的评价,但不能提高考试成绩

Q1 Computer Science
Toyohisa Nakada
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引用次数: 3

摘要

在本研究中,游戏化讲座被定义为以游戏形式进行的讲座。本文介绍了一个使用游戏式设计重新设计的传统教学讲座的例子。首先,我们考虑了特定于游戏情境的对抗,从而为课堂上的学生提供目标。在这些实验中,学生们使用游戏系统进行战斗。老师作为游戏管理员,控制所有的游戏素材。他也成为了游戏系统和学生之间的接口。将重新设计的课堂与传统的以教学为基础的课堂进行比较,以缓解学生对课堂的不满。与传统的以教学为基础的教学形式相比,游戏化设计的学生成绩水平没有提高。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gamified Lecture Courses Improve Student Evaluations but Not Exam Scores
Gamified lectures are defined as lectures formatted as games, for the purposes of this research. This paper presents an example of a traditional instruction-based lecture that was redesigned using a game-like design. First, confrontations specific to gaming situations were considered, to derive goals for students in a classroom. Students fought using a game system in these experiments. The teacher acted as a game administrator, and controlled all the game materials. He also became an interface between the game system and students. Redesigned lectures were compared with traditional instruction-based lectures for their effects on relieving student dissatisfaction with the classroom. The achievement levels of students showed no improvement in the gamified design compared to the traditional instruction-based format.
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来源期刊
Frontiers in ICT
Frontiers in ICT Computer Science-Computer Networks and Communications
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