{"title":"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","authors":"Toyohisa Nakada","doi":"10.3389/fict.2017.00005","DOIUrl":null,"url":null,"abstract":"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.","PeriodicalId":37157,"journal":{"name":"Frontiers in ICT","volume":"20 1","pages":"5"},"PeriodicalIF":0.0000,"publicationDate":"2017-04-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":"{\"title\":\"Gamified Lecture Courses Improve Student Evaluations but Not Exam Scores\",\"authors\":\"Toyohisa Nakada\",\"doi\":\"10.3389/fict.2017.00005\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"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.\",\"PeriodicalId\":37157,\"journal\":{\"name\":\"Frontiers in ICT\",\"volume\":\"20 1\",\"pages\":\"5\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2017-04-12\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"3\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Frontiers in ICT\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.3389/fict.2017.00005\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"Computer Science\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Frontiers in ICT","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.3389/fict.2017.00005","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"Computer Science","Score":null,"Total":0}
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.