Suppr超能文献

一种使用彩蛋来提高K-6年级学生学习成绩的游戏化方法。

A gamified approach for improving the learning performance of K-6 students using Easter eggs.

作者信息

Takbiri Yazdan, Bastanfard Azam, Amini Amineh

机构信息

Department of Computer Engineering, Karaj Branch, Islamic Azad University, Karaj, Iran.

出版信息

Multimed Tools Appl. 2023;82(13):20683-20701. doi: 10.1007/s11042-023-14356-7. Epub 2023 Jan 17.

Abstract

Gamification is mainly used to increase user engagement and motivation, hence increasing the user base and user activity. Defined by applying game elements to non-gaming contexts, gamification is mostly integrated with software applications in order to provide a gameful experience for users. Education has been one of the areas where gamification studies have focused a lot during the last decade. Young students with the age range of 7-12 years old (K-6) require different teaching methods to use their full potential. However, the methods and principles presented in studies on gamification and its application in education are not dedicated to K-6 students. Furthermore, the evolution of video games has brought new opportunities to develop new gamification elements and principles. In this research, the easter egg element has been implemented as a gamification element. Easter eggs can trigger children's curiosity by encouraging them to find all the Easter eggs, promising special rewards and perks. Additionally, a gamified approach is proposed for implementing a gamified software application for K-6 students. Based on the proposed approach, Science Island is implemented as an online gamified web application for K-6 students. In order to assess the proposed approach, a group of 47 sixth-grade students was selected to use the application for an observation period of 2 months. Feedbacks from students showed that more than 82% of the students agreed with the effectiveness of gamification in their educational performance. Additionally, the results from the data analysis revealed that students' learning performance was improved significantly after applying gamification elements; showing an increase of 0.63 in average quiz score from the second month compared to the first month. Furthermore, the user activity rate at the end of the observation period showed increased motivation among students for using the software application.

摘要

游戏化主要用于提高用户参与度和积极性,从而增加用户基数和用户活跃度。游戏化通过将游戏元素应用于非游戏场景来定义,大多与软件应用程序集成,以便为用户提供充满游戏感的体验。教育一直是过去十年中游戏化研究重点关注的领域之一。7至12岁(K-6)的年轻学生需要不同的教学方法来充分发挥他们的潜力。然而,关于游戏化及其在教育中的应用的研究中所提出的方法和原则并非专门针对K-6学生。此外,电子游戏的发展带来了开发新的游戏化元素和原则的新机会。在本研究中,复活节彩蛋元素已被作为一种游戏化元素来实施。复活节彩蛋可以通过鼓励孩子们找到所有彩蛋来激发他们的好奇心,并承诺给予特殊奖励和福利。此外,还提出了一种游戏化方法,用于为K-6学生实现一个游戏化软件应用程序。基于所提出的方法,“科学岛”被实现为一个面向K-6学生的在线游戏化网络应用程序。为了评估所提出的方法,挑选了一组47名六年级学生使用该应用程序,观察期为2个月。学生的反馈表明,超过82%的学生认同游戏化对他们学习成绩的有效性。此外,数据分析结果显示,应用游戏化元素后,学生的学习成绩有显著提高;与第一个月相比,第二个月的平均测验成绩提高了0.63分。此外,观察期结束时的用户活跃度表明学生使用该软件应用程序的积极性有所提高。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/b90a/9843660/12e37f208b0a/11042_2023_14356_Fig1_HTML.jpg

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验