Chan Sumie, Lo Noble
The Hong Kong University of Science and Technology, Hong Kong, People's Republic of China.
College of Professional and Continuing Education, CPCE, The Hong Kong Polytechnic University, Hong Kong, People's Republic of China.
SN Comput Sci. 2022;3(3):215. doi: 10.1007/s42979-022-01117-w. Epub 2022 Apr 9.
The research aims at investigating the popularity and ease of different gaming-based platforms in relation to multi-disciplines and contexts of English Language learning and teaching, with reference to perceptions, attitudes, motivation, interests, preferences, feelings of ease and other psychological responses among university learners and educators towards the application of different gaming tools in physical and virtual classrooms in Hong Kong before and during the pandemic period. The study then examines to what extent is game-based learning effective in motivating students and teachers to learn and teach better, with a close analysis on the direct and indirect correlations between game-based learning and the level of participation and engagement in face-to-face classrooms and remote learning. The research finally explores learners' and educators' technological literacy and training received, with reference to the availability of institutional support towards game-based learning in university English classes in Hong Kong. The study implies the possibility in accelerating future course redesign and assessment restructuring as a result of a switch to the new learning and teaching mode. The research also provides a framework to further study the feasibility in applying gamification in other subjects in the new technological era.
本研究旨在调查不同游戏化平台在多学科及英语语言学习与教学情境中的普及程度和易用性,参考香港大学学习者和教育工作者在疫情前及疫情期间对在实体和虚拟课堂中应用不同游戏工具的认知、态度、动机、兴趣、偏好、易用感受及其他心理反应。该研究随后考察基于游戏的学习在多大程度上能有效激励学生和教师更好地学习和教学,并深入分析基于游戏的学习与面对面课堂及远程学习中的参与度和投入度之间的直接和间接关联。该研究最后参考香港大学英语课程中对基于游戏的学习的机构支持情况,探究学习者和教育工作者的技术素养及接受的培训。该研究暗示了由于转向新的学习和教学模式而加速未来课程重新设计和评估重组的可能性。该研究还提供了一个框架,以进一步研究在新技术时代将游戏化应用于其他学科的可行性。