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在外语在线课堂中采用基于游戏的教学方法时的性别差异。

Gender differences in utilizing a game-based approach within the EFL online classrooms.

作者信息

Almusharraf Norah, Aljasser Maha, Dalbani Hala, Alsheikh Dima

机构信息

Linguistics and Translation Department (LTD), College of Humanities and Sciences (CHS) at Prince Sultan University (PSU), Saudi Arabia.

The Educational Research Lab (ERL) at Prince Sultan University (PSU), Saudi Arabia.

出版信息

Heliyon. 2023 Jan 21;9(2):e13136. doi: 10.1016/j.heliyon.2023.e13136. eCollection 2023 Feb.

Abstract

Implementation of digital tools has become a popular practice by teachers to increase student involvement within the classroom. Various technologies are being utilized by educators to help students engage with lessons and enjoy the overall learning experience. Additionally, findings from recent research have indicated that the adoption of digital tools has influenced the learning gaps between genders, specifically in relation to student preferences and gender differences. Despite significant educational development toward gender equality, there is still ambiguity regarding the learning needs and preferences of male and female students within the EFL classroom. The current study examined gender differences in engagement and motivation while using Kahoot! in EFL English literature courses. The study recruited 276 undergraduate female and male students from two English language classes (i.e., both classes were taught by the same male instructor) and surveyed 154 female and 79 male students from those classrooms. The significance of the study lies in determining whether gender impacts the way learners perceive and experience game-based curricula. In this sense, the research found that gender does not, in fact, impact the learner's level of motivation and engagement within game-based classrooms. A -test revealed that no significant difference between male and female participants had been observed by the instructor. Future studies could fruitfully examine gender differences and preferences in digitized educational settings. Further work is certainly required for policymakers, institutions, and practitioners to disentangle the complexities regarding the role of gender in shaping the experiences of learners in the digital era. In future research, more research is needed to apply and test external factors like age that might impact learners' perception and performance in a game-based curriculum.

摘要

实施数字工具已成为教师提高学生课堂参与度的一种普遍做法。教育工作者正在利用各种技术来帮助学生参与课程并享受整体学习体验。此外,最近的研究结果表明,数字工具的采用影响了性别之间的学习差距,特别是在学生偏好和性别差异方面。尽管在性别平等方面取得了重大的教育进展,但在英语作为外语(EFL)课堂中,男女学生的学习需求和偏好仍然存在模糊性。本研究调查了在EFL英语文学课程中使用 Kahoot! 时学生在参与度和动机方面的性别差异。该研究从两个英语班级(即两个班级由同一位男教师授课)招募了276名本科男女学生,并对这些班级中的154名女生和79名男生进行了调查。该研究的意义在于确定性别是否会影响学习者对基于游戏的课程的感知和体验方式。从这个意义上说,研究发现,事实上,性别并不会影响学习者在基于游戏的课堂中的动机水平和参与度。一项A检验表明,教师未观察到男女参与者之间存在显著差异。未来的研究可以富有成效地考察数字化教育环境中的性别差异和偏好。政策制定者、机构和从业者肯定需要进一步开展工作,以厘清性别在塑造数字时代学习者体验方面的作用的复杂性。在未来的研究中,需要更多的研究来应用和测试可能影响学习者在基于游戏的课程中的感知和表现的外部因素,如年龄。

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