Design Principles for Integrating Gamification into Distance Learning Programs in Higher Education: A Mixed Method Study

Murat Sümer, C. Aydın
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引用次数: 2

Abstract

This study aims to address the issue of low completion and high dropout rates in online and distance learning through play and gamification. The general aim of this study is to provide a set of gamification design principles for researchers and practitioners on how gamification can be used in online and distance learning programs in higher education. More specifically, the study intended to seek the answers whether student participation in the online and distance learning programs can be increased by the use of gamification, how the gamification influences the students’ academic performances in the online and distance learning programs and what learners think about integrating gamification into the open and distance learning programs in higher education. The study was designed as a sequential exploratory research, which is one of the mixed research methods. Findings indicate that integrating gamification into the online and distance learning programs has a significant impact on increasing students' visits to the learning environment. In addition, when the pre-gamification and post-gamification scenarios were compared in terms of students accessing to the content in the online and distance learning environment, it was discovered that there was a statistically significant increase. It can be also said that there is significant difference regarding to academic performances for gamified situations. Lastly, gamification is said to be fun by students and to contribute positively to their motivation. According to this, gamification has a positive effect on learners' e-learning behaviors and should be used more in online and distance learning programs.
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将游戏化融入高等教育远程学习课程的设计原则:一项混合方法研究
本研究旨在通过玩和游戏化解决在线和远程学习的低完成率和高辍学率问题。本研究的总体目的是为研究人员和实践者提供一套游戏化设计原则,以帮助他们了解如何将游戏化应用于高等教育的在线和远程学习项目。更具体地说,本研究旨在寻求以下问题的答案:游戏化是否可以提高学生对在线和远程学习课程的参与度,游戏化如何影响学生在在线和远程学习课程中的学习成绩,以及学习者对将游戏化融入高等教育开放和远程学习课程的看法。本研究设计为序贯探索性研究,是混合研究方法之一。研究结果表明,将游戏化融入在线和远程学习课程对增加学生对学习环境的访问有显著影响。此外,当比较游戏化前和游戏化后的学生在在线和远程学习环境中获取内容的情况时,发现有统计学上显著的增加。也可以说,在游戏化的情况下,在学业成绩方面存在显著差异。最后,学生们说游戏化很有趣,对他们的学习动机有积极的贡献。因此,游戏化对学习者的电子学习行为有积极的影响,应该更多地在在线和远程学习项目中使用。
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