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两个机构的故事:分析在两门不同的基础生物学课程中,游戏化学生反应系统对学生焦虑的影响。

A Tale of Two Institutions: Analyzing the Impact of Gamified Student Response Systems on Student Anxiety in Two Different Introductory Biology Courses.

机构信息

Department of Biology, University of Alabama at Birmingham, Birmingham, AL 35294.

Department of Chemical and Biological Engineering, Colorado School of Mines, Golden, CO 80401.

出版信息

CBE Life Sci Educ. 2021 Jun;20(2):ar19. doi: 10.1187/cbe.20-08-0187.

DOI:10.1187/cbe.20-08-0187
PMID:33797283
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC8734391/
Abstract

Anxiety can impact overall performance and persistence in college. Student response systems (SRSs), real-time active-learning technologies used to engage students and gauge their understanding, have been shown to elicit anxiety for some students. Kahoot! is an SRS technology that differs from others in that it involves gamification, the use of gamelike elements. Recent studies have explored the impact of active-learning strategies on student anxiety across different institutions, but there is little known about how Kahoot! impacts student perceived anxiety, especially in comparison with other active-learning strategies. In two complementary yet parallel studies of introductory biology courses at a western research-intensive institution ( = 694) and a southeastern research-intensive institution ( = 60), we measured students' perceived anxiety. We then explored how students were influenced by nongraded Kahoot! play and other elements of instruction. Using previously developed and course-specific pre- and post-course surveys, we found students at both universities agreed that nongraded Kahoot! play caused less anxiety compared with other pedagogical practices, such as working in small groups or reading the textbook. After playing Kahoot!, lower-performing students demonstrated greater engagement and lower levels of anxiety compared with their peers, suggesting that Kahoot! may be a particularly engaging active-learning strategy for these students.

摘要

焦虑会影响大学生的整体表现和毅力。学生反应系统(SRS)是一种实时的主动学习技术,用于吸引学生并衡量他们的理解程度,已经证明它会引发一些学生的焦虑。Kahoot!是一种 SRS 技术,它与其他技术的不同之处在于它涉及到游戏化,即使用类似游戏的元素。最近的研究探讨了不同机构的主动学习策略对学生焦虑的影响,但对于 Kahoot!如何影响学生的感知焦虑,尤其是与其他主动学习策略相比,知之甚少。在一项针对西部研究密集型机构(n=694)和东南部研究密集型机构(n=60)的入门生物学课程的两项互补但平行的研究中,我们测量了学生的感知焦虑。然后,我们探讨了学生如何受到非分级 Kahoot!游戏和其他教学元素的影响。我们使用了之前开发的、针对特定课程的课前和课后调查,发现两所大学的学生都认为非分级 Kahoot!游戏与其他教学实践(如小组作业或阅读教科书)相比,引起的焦虑程度较低。在玩 Kahoot!之后,表现较差的学生表现出更高的参与度和更低的焦虑水平,这表明 Kahoot!可能是这些学生特别有吸引力的主动学习策略。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1039/8734391/43d46bcf9261/cbe-20-ar19-g003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1039/8734391/8eb7a2abf1ce/cbe-20-ar19-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1039/8734391/a0530946cfed/cbe-20-ar19-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1039/8734391/43d46bcf9261/cbe-20-ar19-g003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1039/8734391/8eb7a2abf1ce/cbe-20-ar19-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1039/8734391/a0530946cfed/cbe-20-ar19-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1039/8734391/43d46bcf9261/cbe-20-ar19-g003.jpg

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