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Measurement of the effects of e-learning courses gamification on motivation and satisfaction of students

机译:测量电子学习课程游戏化对学生的动力和满意度的影响

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In this paper, we present the results of a study which was conducted in two stages. The first part of the paper contains literature search findings and analyzes the existing self-assessment scales for measuring motivation and satisfaction of students that were developed by other authors. In the second part of our study we created a battery of self-assessment measures for collecting data for an overarching set of gamification-related constructs/variables selected in accordance to those that are reported in literature). These scales were constructed by (a) adaptation and improvement of items from existing measures and (b) creation of novel items for measures of constructs that were found to be important in research articles on gamification and educational games. The initial empirical evaluation of this new questionnaire (battery of assessment scales) was performed on a large convenience sample of students (N=201) who attended a hybrid course on computer programming. These respondents were divided into an experimental group, which used gamified e-learning course material, and a control group, which used a parallel (non-gamified) version of the e-learning course with equal theoretical content/For each self-assessment scale of the questionnaire Cronbach alpha coefficients were calculated and the scales were slightly corrected to improve their internal consistency. We report the results concerning the effects of gamification on motivation and satisfaction, which were measured by respective assessment scales.
机译:在本文中,我们介绍了分两个阶段进行的研究结果。本文的第一部分包含文献检索结果,并分析了其他作者开发的现有自我评估量表,用于衡量学生的动机和满意度。在我们的研究的第二部分中,我们创建了一系列自我评估措施,以收集根据与文献报道相一致的一组与游戏化相关的构造/变量的总体数据。这些量表是通过(a)从现有措施中改编和改进项目,以及(b)为构造的措施创建新颖的项目而构建的,这些措施在关于游戏化和教育游戏的研究文章中被认为是重要的。该新问卷的初步经验评估(评估量表的电池)是对参加计算机编程混合课程的大量方便学生(N = 201)进行的。这些受访者分为实验组和对照组,对照组分别使用游戏化的在线学习课程资料和对照组,并使用平行(非游戏化)的在线学习课程,且理论内容相同/每项自我评估等级计算问卷的Cronbachα系数,并对量表进行略微校正以提高其内部一致性。我们报告了关于游戏化对动机和满意度的影响的结果,这些结果通过各自的评估量表进行衡量。

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