利与弊游戏化和课堂游戏
Pros and cons gamification and gaming in classroom
摘要:
目前工作的目的是评估教育游戏化目前面临的挑战。在课堂上使用游戏化的好处和缺点都进行了讨论,以提供一个更清晰的视图在学习过程中使用游戏化的影响。提供了探索性研究案例来调查学生的动机和参与度与培训游戏化之间的关系。根据这一想法,进行了一项调查,以评估学生的行为和动机是如何通过在一个学期的学习过程中引入一个单一的,特定的游戏化元素的影响。为了激发学生之间的竞争,在用于校外教育的大学学习管理系统中引入了排名型插件。结果表明,与上学期相比,动机有所下降。
英文摘要:
The aim of the current work is to assess the challenges that gamification in education are facing nowadays. Benefits and disadvantages of using gamification in classroom are both discussed to offer a clearer view on the impact of using gamification within learning process. Exploratory study cases are provided to investigate the relation between motivation and engagement of the students and gamification in training. Following this idea, a survey was conducted to assess how students behavior and motivation is affected by introducing a single, specific gamification element during a semester learning process. To stimulate competition among students, a ranking type plugin was introduced within the university learning management system used for extramural education. The results prove that motivation decreases by comparison to the previous semester.
机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。