积极的游戏化方法在教育情境下提高动机和学习成绩:一项元分析

Javier Mula-Falcón, Iñaki Moya-Roselló, Alberto Ruiz-Ariza
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引用次数: 6

摘要

游戏化是一种积极的方法论,涉及在非游戏情境中使用游戏元素。游戏化可以提高不同类型学生的学习动机和学习能力;然而,教育文献显示不确定的结果。本荟萃分析的目的是分析游戏化对教育背景下动机和学习成绩的影响。从数据库中检索2010年1月至2022年1月底进行的16项干预措施,并将其纳入本荟萃分析。一项研究在小学进行,三项在中学进行,十二项在大学进行。四篇论文分析了对动机的影响,五篇论文分析了对学习成绩的影响,七篇论文分析了两者的影响。结果表明,游戏化可以增加动机(SMD = 0.51;95% ci [0.29, 0.73];I2 59%;p < 0.00001)和学业成绩(SMD = 0.89;95% ci [0.45, 1.32];I2 90%;P < 0.0001)。讨论了在教育背景下包括游戏化方案的含义。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Active Methodology of Gamification to Improve Motivation and Academic Performance in Educational Context: A Meta-Analysis
Gamification is an active methodology that involves using game elements in a non-game situation. Gamification has shown to increase motivation and learning in different types of academic students; however, the educational literature shows inconclusive findings. The aim of this meta-analysis is to analyse the effects of gamification on motivation and academic performance in an educational context. Sixteen interventions carried out between January 2010 and the end of January 2022 were retrieved from the databases and included in this meta-analysis. One study was carried out in Primary school, three in Secondary school, and twelve in universities. Four papers analysed the effects on motivation, five on academic performance and seven on both. Results showed that gamification could increase the motivation (SMD = 0.51; 95% CI [0.29, 0.73]; I2 59%; p < 0.00001) and academic performance (SMD = 0.89; 95% CI [0.45, 1.32]; I2 90%; p < 0.0001) in all the educational stages. The implications of including gamification programmes in the educational context are discussed.
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