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首页> 外文期刊>CBE Life Sciences Education >A Tale of Two Institutions: Analyzing the Impact of Gamified Student Response Systems on Student Anxiety in Two Different Introductory Biology Courses
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A Tale of Two Institutions: Analyzing the Impact of Gamified Student Response Systems on Student Anxiety in Two Different Introductory Biology Courses

机译:两家机构的故事:分析了粉碎学生响应系统对两种不同介绍生物学课程学生焦虑的影响

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Anxiety can impact overall performance and persistence in college. Student response systems (SRSs), real-time active-learning technologies used to engage students and gauge their understanding, have been shown to elicit anxiety for some students. Kahoot! is an SRS technology that differs from others in that it involves gamification, the use of gamelike elements. Recent studies have explored the impact of active-learning strategies on student anxiety across different institutions, but there is little known about how Kahoot! impacts student perceived anxiety, especially in comparison with other active-learning strategies. In two complementary yet parallel studies of introductory biology courses at a western research-intensive institution ( n = 694) and a southeastern research-intensive institution ( n = 60), we measured students’ perceived anxiety. We then explored how students were influenced by nongraded Kahoot! play and other elements of instruction. Using previously developed and course-specific pre- and post-course surveys, we found students at both universities agreed that nongraded Kahoot! play caused less anxiety compared with other pedagogical practices, such as working in small groups or reading the textbook. After playing Kahoot!, lower-performing students demonstrated greater engagement and lower levels of anxiety compared with their peers, suggesting that Kahoot! may be a particularly engaging active-learning strategy for these students.
机译:焦虑会影响大学的整体表现和持久性。学生响应系统(SRSS),用于参与学生的实时活动学习技术并衡量他们的理解,已被证明为某些学生引起焦虑。 kahoot!是一个SRS技术,与其他人不同,因为它涉及游戏化,使用Gamelike元件。最近的研究探讨了积极学习策略对不同机构的学生焦虑的影响,但对Kahoot的知名众所周知!影响学生感知焦虑,特别是与其他主动学习策略相比。在西部研究 - 密集机构(N = 694)和东南部研究 - 密集型机构(N = 60)的两个互补但平行的研究中,我们衡量了学生的感知焦虑。然后,我们探讨了学生的影响是如何受到非克拉赫郡的影响!播放和其他指令元素。使用先前开发的和课程特定的前后调查,我们发现两个大学的学生都同意非投资的Kahoot!与其他教学实践相比,游戏造成的焦虑减少,例如在小组中工作或阅读教科书。在玩Kahoot之后!,与同龄人相比,较低的学生表现出更大的参与和焦虑水平,表明Kahoot!可能是这些学生特别吸引的主动学习策略。

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