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Teacher Perspectives on the Implementation of Gamification in a High School Curriculum.

机译:教师对高中课程实施游戏化的看法。

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摘要

Gamification, or using game elements in non-game environments, is a growing trend in education used as a means of addressing issues with student demotivation and disengagement. Yet, the links between motivation and applied gamification have much to be explored in the literature. Furthermore, scholarly research on gamification lacks attention to its usage in secondary educational settings. This qualitative study involves interviews and document analysis of ten high school teachers who were currently using gamification methodology to disseminate curricular content. The results of this study have led to the inception of different motivational models of gamification frameworks and an evidence-based theoretical matrix that explains students' gamified experiences. Implications for educators of 21st century learners are offered. Moreover, the possible impact gamification can have for future secondary school leadership and suggestions for future research are also provided.
机译:游戏化或在非游戏环境中使用游戏元素是一种日益增长的教育趋势,被用作解决学生动力不足和脱离接触问题的一种手段。然而,动机与应用游戏化之间的联系在文献中有很多探索。此外,关于游戏化的学术研究缺乏对它在中学教育环境中的使用的关注。这项定性研究包括对十名正在使用游戏化方法传播课程内容的高中教师的访谈和文献分析。这项研究的结果导致了游戏化框架的不同激励模型的诞生以及解释学生游戏化经验的基于证据的理论矩阵。提供了对21世纪学习者的教育意义。此外,游戏化可能会对未来的中学领导产生影响,并提供有关未来研究的建议。

著录项

  • 作者

    McFarland, Jon.;

  • 作者单位

    California Lutheran University.;

  • 授予单位 California Lutheran University.;
  • 学科 Secondary education.;Educational leadership.;Education.
  • 学位 Ed.D.
  • 年度 2017
  • 页码 167 p.
  • 总页数 167
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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