Jodoi Kota, Takenaka Nobu, Uchida Satoru, Nakagawa Shiina, Inoue Narahiko
Graduate School of Integrated Sciences for Global Society, Kyushu University, Fukuoka, Japan.
Faculty of Languages and Cultures, Kyushu University, Fukuoka, Japan.
Heliyon. 2021 Oct 29;7(11):e08256. doi: 10.1016/j.heliyon.2021.e08256. eCollection 2021 Nov.
Critical thinking (CT) is widely recognized as an important skill and attitude in this modern world, but few apps (web-based or installed on devices) have been developed to effectively train it. There is also little research on what kind of content to put into such apps and in what order, if the content is a series of reasoning questions that are intended as CT exercises. Therefore, this research project, consisting of two studies, tries to demonstrate how exercise questions can be presented to learners to sustain their motivation to work on multiple-choice CT questions. In Study 1, question banks were drawn from popular workbooks for CT and verbal reasoning. The questions were ranked in terms of difficulty based on the participation of university students (N = 73). In Study 2, the questions were loaded onto two types of web-based apps: (1) one that sequentially gives multiple-choice questions with immediate feedback and (2) one with minimum gamification of group/individual competition. The experiment to examine the effect of the gamification was conducted (N = 114). Both groups with and without gamification showed improvements in the scores of the pre-/post-tests using comparable questions, but there was no clear effect of gamification. These findings show that an effective CT app can be developed using existing question banks but that the effect of gamification needs further research.
批判性思维(CT)在当今现代世界中被广泛认为是一项重要技能和态度,但很少有应用程序(基于网络或安装在设备上)被开发出来以有效地训练它。对于此类应用程序应包含何种内容以及内容呈现顺序(如果内容是一系列作为CT练习的推理问题),也几乎没有相关研究。因此,这个由两项研究组成的研究项目试图展示如何向学习者呈现练习题,以维持他们解答多项选择题形式的CT问题的积极性。在研究1中,题库取自流行的CT和语言推理练习册。根据大学生(N = 73)的参与情况对问题进行了难度排序。在研究2中,将问题加载到两种基于网络的应用程序上:(1)一种按顺序给出多项选择题并即时反馈;(2)一种对小组/个人竞赛进行最低限度的游戏化设计。进行了一项检验游戏化效果的实验(N = 114)。有游戏化设计和没有游戏化设计的两组在使用可比问题进行的前测/后测分数上均有提高,但游戏化没有明显效果。这些发现表明,可以使用现有的题库开发有效的CT应用程序,但游戏化的效果需要进一步研究。