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Gamification for enhancing Web 2.0 based educational activities: The case of pre-service grade school teachers using educational Wiki pages

机译:增强基于Web 2.0的教育活动的游戏化:使用教育Wiki页面的职前小学教师的案例

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This study seeks to uncover the effects of using gamification elements in courses that make use of a Wiki environment on the participation rates of undergraduate students in Wiki-based course activities as well as on student academic success in the course. Owing to the fact that the group of students chosen for the study consisted of pre-service grade school teachers, their opinions on the use of the Wiki environment along with its embedded gamification elements in their future careers have been sought. Of particular interest were the considerations of pre-service teachers concerning the age levels of a target audience that they believed would benefit from instruction with this particular educational tool. Following a mixed-research methodological pattern, the study was conducted in two consecutive stages. The first stage involved a quasi-experiment and the second was handled as a case study. In order to examine the long-term effects of Wild activities supported by gamification elements on student academic success, a repeated measures analysis of variance (ANOVA) statistical test was conducted based on scores from an initial pre-knowledge test, an applied interim examination, and a final examination. In order to determine the opinions of teacher candidates regarding Wild activities and the process of gamification, results from an open-ended questionnaire were consulted. It was eventually discovered that students in both the Wild-only (p = 0.02) and gamified-Wiki (p = 0.00) activity groups displayed significantly greater academic success compared to a control group. Although gamification elements also caused a significant difference between the two Wiki groups in terms of the number of times content is displayed (1670 637) and edited (38 18), it was observed that participation rates fell over time in both groups. As for academic success, there was no difference between the two Wiki groups (p = 0.92). It was found that teacher candidates regard Wiki and gamification activities positively. Also, it was noted that they did not possess an adequate level of consciousness of the fact that student capabilities are an important factor in making effective use of technology. (C) 2017 Elsevier Ltd. All rights reserved.
机译:本研究旨在揭示在使用Wiki环境的课程中使用游戏化元素对基于Wiki的课程活动中的大学生参与率以及该课程中的学生学术成就的影响。由于选择参加该研究的学生群是由职前小学教师组成的,因此已经寻求了他们对Wiki环境及其未来职业中嵌入的游戏化元素的使用的意见。岗前教师特别关注目标受众的年龄水平,他们认为使用这种特殊的教育工具会受益匪浅。按照混合研究方法的模式,该研究分两个连续阶段进行。第一阶段涉及一个准实验,第二阶段作为案例研究进行。为了检验由游戏化元素支持的野外活动对学生学业成就的长期影响,我们根据初始知识前测验(应用的中期测验)的分数,进行了方差重复测量分析(ANOVA)统计测试,和期末考试。为了确定考生对野生活动和游戏化过程的意见,参考了开放式问卷的结果。最终发现,仅野生型(p = 0.02)和游戏化Wiki(p = 0.00)活动组的学生都比对照组表现出更大的学术成就。尽管游戏化元素在内容显示的次数(1670> 637)和编辑的次数(38> 18)方面也引起了两个Wiki组之间的显着差异,但观察到两组的参与率均随时间下降。至于学术上的成功,两个Wiki组之间没有差异(p = 0.92)。发现教师候选人对Wiki和游戏化活动持积极态度。另外,据指出,他们对学生的能力是有效利用技术的重要因素这一事实的认识不足。 (C)2017 Elsevier Ltd.保留所有权利。

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