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Enhancing instructional outcomes with a serious gamified system: a qualitative investigation of student perceptions

机译:加强教学与严重的结果gamified系统:一个定性的调查学生的看法

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Purpose - This paper aims to evaluate the students' perception of their learning experiences concerning serious gaming and gamification instructions and determines whether they were motivated enough and engaged during the educative process in a resource-poor context. Moreover, the study evaluated the impact of interactive instructional environment outcomes in terms of students' perceptions of the learning catalysed by gamified systems, particularly in enhancing attitude change coupled with knowledge acquisition. Design/methodology/approach - This study used a qualitative research design technique to collect the data A total of 108 first year secondary school students participated in a sexual health literacy course that lasted for a five-week learning period. Using a cluster-sampling technique, three classes were randomly assigned to serious gaming, gamification and teacher-centred instructions. Individual face-to-face interviews were used to assess students' perceives required satisfaction with three instructions. Data were audio-recorded, and coding analysis was used using NVivo software facilitated qualitative data analysis. Findings - The results show that serious gaming and gamification instructions trumped the traditional teacher-centred instruction method. While intervention students were all positive about the serious gaming and gamification instructions, non-intervention students were negative about conservative teacher-centered learning whose limited interactivity also undermined learning relative to the two innovative interventions. Research limitations/implications - As a justification to limit face-to-face classes, this study may be useful during an emergency phenomenon, including the current situation of amid COVID-19. The implementation of serious gaming and gamification as remotely instructional options could be among the measures to protect educational communities through reducing close-proximity, and eventually, control contamination and the spread of viruses. Originality/value - The application of serious gaming and game elements should not be conceptualised as universal but context-specific. This study shows that particularism is essential to optimise the results in terms of coming up with a specific design based on the scope of evaluation for positive results and develop an intervention that will work, especially in the resource-poor context of the developing world.
机译:目的——本文旨在评估学生的感知他们的学习关于严肃游戏和经验游戏化的指示和决定他们足够的动力和期间教育的过程在资源贫乏的环境中。此外,这项研究评估的影响交互式教学环境的结果学生对学习的看法催化了gamified系统,特别是在加强态度变化加上知识收购。研究采用定性研究的设计共有108名技术来收集数据第一年中学学生参加在一个持续的性健康教育课程五周的学习时间。整群抽样技术,三个类随机分配到严肃的游戏,游戏化和teacher-centred指令。面对面的采访被用来评估学生的感知要求满意三个指令。编码分析使用NVivo软件使用促进定性数据分析。结果表明,严重的游戏和超过传统的游戏化指令teacher-centred指令的方法。学生们都积极的干预严肃游戏和游戏化指令,不干涉学生消极保守的以教师为中心的学习有限的交互性也破坏了学习相对于两个创新的干预措施。研究局限性/意义——作为一个理由限制面对面的课程,这个研究在紧急情况下可能是有用的现象,包括现状在COVID-19。作为远程教学游戏和游戏化选择可能的措施来保护通过减少教育社区近距离,最终控制污染和病毒的传播。创意/价值——严重的应用游戏和游戏元素不应该概念化是普遍但上下文相关的。这项研究表明,特殊论是至关重要的优化的结果与一个特定的设计基于的范围为积极成果,开发一个评价工作的干预,特别是在资源匮乏的发展中国家。

著录项

  • 来源
    《Information and Learning Science》 |2021年第6期|383-408|共26页
  • 作者单位

    Writing Lab, Institute for the Future of Education, Tecnologico de Monterrey,Monterrey, Mexico, Faculty of Education, University of Hong Kong, Pokfulam Road, Hong Kong;

    Institute of Human Performance, University of Hong Kong, Pokfulam Road, Hong Kong;

    Faculty of Education, University of Hong Kong, Pokfulam Road, Hong Kong, Public Administration, Sekolah Tinggi Ilmu Administrasi Nasional, Lhokseumawe, Aceh, IndonesiaWriting Lab, Institute for the Future of Education, Tecnologico de Monterrey,Monterrey, Mexico, School of Engineering and Sciences,Tecnologico de Monterrey, Monterrey, MexicoFaculty of Education, University of Hong Kong, Pokfulam Road, Hong KongWriting Lab, Institute for the Future of Education, Tecnologico de Monterrey,Monterrey, Mexico;

  • 收录信息
  • 原文格式 PDF
  • 正文语种 英语
  • 中图分类 G-048;
  • 关键词

    instruction; Students; LearningAttitude Changeinteractive mediaPerception;

    机译:指导;学生;LearningAttitudeChangeinteractive mediaPerception;

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