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教育分析:游戏化的新前沿?

Educational Analytics: A New Frontier for Gamification?

作者信息

Roche Cathy C, Wingo Nancy P, Westfall Andrew O, Azuero Andres, Dempsey Donald M, Willig James H

机构信息

Author Affiliations: Family, Community, and Health Systems (Drs Roche and Azuero) and Acute, Chronic and Continuing Care (Dr Wingo), University of Alabama at Birmingham (UAB) School of Nursing; Biostatistics, UAB School of Public Health (Mr Westfall); UAB Center for Clinical and Translational Science (Mr Dempsey); and Division of Infectious Diseases, UAB School of Medicine (Dr Willig).

出版信息

Comput Inform Nurs. 2018 Sep;36(9):458-465. doi: 10.1097/CIN.0000000000000455.

Abstract

To determine the effects of gamification on student education, researchers implemented "Kaizen," a software-based knowledge competition, among a first-year class of undergraduate nursing students. Multiple-choice questions were released weekly or biweekly during two rounds of play. Participation was voluntary, and students could play the game using any Web-enabled device. Analyses of data generated from the game included (1) descriptive, (2) logistic regression modeling of factors associated with user attrition, (3) generalized linear mixed model for retention of knowledge, and (4) analysis of variance of final examination performance by play styles. Researchers found a statistically significant increase in the odds of a correct response (odds ratio, 1.8; 95% confidence interval, 1.0-3.4) for a round 1 question repeated in round 2, suggesting retention of knowledge. They also found statistically significant differences in final examination performance among different play styles.To maximize the benefits of gamification, researchers must use the resulting data both to power educational analytics and to inform nurse educators how to enhance student engagement, knowledge retention, and academic performance.

摘要

为了确定游戏化对学生教育的影响,研究人员在本科护理专业一年级学生中开展了一项名为“持续改进”的基于软件的知识竞赛。在两轮比赛中,每周或每两周发布一次多项选择题。参与是自愿的,学生可以使用任何能上网的设备玩游戏。对游戏产生的数据进行的分析包括:(1)描述性分析;(2)对与用户流失相关因素的逻辑回归建模;(3)用于知识保留的广义线性混合模型;(4)按游戏风格对期末考试成绩进行方差分析。研究人员发现,在第二轮重复出现的第一轮问题中,正确回答的几率有统计学意义的增加(优势比为1.8;95%置信区间为1.0 - 3.4),这表明知识得以保留。他们还发现不同游戏风格的学生在期末考试成绩上存在统计学意义的差异。为了使游戏化的益处最大化,研究人员必须利用所得数据推动教育分析,并告知护理教育工作者如何提高学生的参与度、知识保留率和学业成绩。

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