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应用基于挑战的游戏化程序对学生学习成果的影响:学业成绩、动机和心流体验。

The impact of applying challenge-based gamification program on students' learning outcomes: Academic achievement, motivation and flow.

作者信息

Kaya Omer Sami, Ercag Erinc

机构信息

Department of Computer Education and Educational Technologies, Near East University, Near East Boulevard, Mersin 10, TRNC Nicosia, Turkey.

Faculty of Education, University of Kyrenia, Şehit Yahya Bakır Street Karakum, via Mersin 10, TRNC Kyrenia, Turkey.

出版信息

Educ Inf Technol (Dordr). 2023 Jan 19:1-26. doi: 10.1007/s10639-023-11585-z.

Abstract

Despite the growing attention towards gamification in learning context, challenge-based gamification application has rarely been subjected to testing in education. In recognition of this void, and grounded on gamification principles, we developed Educhall web-based program. Drawing on self-determination theory, and flow theory the present study aims to explore how the application of this challenge-based gamified program in to learning process of students can increase students' motivation, flow, and academic success through the generated competition and challenge. The study applied a random experimental research design within distance learning context with 30 university students of control group and 30 students of experimental group who used the Educhall application for one academic semester. In line with self-determination theory, it was statistically evidenced that application of challenge-based gamified learning method increased level of academic performance and overall motivation. Of the motivational sub factors, experimental group reported significantly higher confidence level and satisfaction towards the course. Furthermore, grounded on flow theory, the study showed that challenge-based gamified learning increased flow level of learners but not significantly which warrants further data collection and experimental research in future studies. Implications for research and practice are discussed.

摘要

尽管在学习环境中对游戏化的关注日益增加,但基于挑战的游戏化应用在教育中很少经过测试。认识到这一空白,并基于游戏化原则,我们开发了基于网络的Educhall程序。本研究借鉴自我决定理论和心流理论,旨在探讨将这种基于挑战的游戏化程序应用于学生的学习过程,如何通过产生的竞争和挑战来提高学生的动机、心流体验和学业成绩。该研究在远程学习环境中采用随机实验研究设计,对照组有30名大学生,实验组有30名学生,他们使用Educhall应用程序一个学期。根据自我决定理论,统计证据表明,基于挑战的游戏化学习方法的应用提高了学业成绩水平和总体动机。在动机子因素方面,实验组对课程的信心水平和满意度显著更高。此外,基于心流理论,该研究表明,基于挑战的游戏化学习提高了学习者的心流体验水平,但不显著,这需要在未来的研究中进一步收集数据和进行实验研究。文中还讨论了对研究和实践的启示。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/6329/9850335/7d9b3b7eed9e/10639_2023_11585_Fig1_HTML.jpg

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