Supporting Motivation and Effort Persistence in an Online Financial Literacy Course Through Game-Based Learning

L. Nadolny, J. Nation, Jonathan J. Fox
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引用次数: 10

Abstract

The use of game mechanics and game structures when designing curriculums is gaining popularity in K-12 and higher education. More evidence is needed to determine the impact of game-based learning design on the student learning experience. This study used the IMMS instrument and user data to examine motivation within traditional courses and courses designed with game-based learning. The participants included 254 undergraduate students in two sections of the traditional course and two sections of the game-based learning course. The results showed that although students in all courses reported comparable motivation on the IMMS and similar time spent online, examination of user data indicated differences in effort persistence over the semester. Students in the GBL courses had a significantly higher number of interactions with content as compared to the traditional courses. This finding indicates that the leveling of content, adaptive release of optional content, and the ability to earn more points through a bank feature positively impacts effort persistence.
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通过基于游戏的学习支持在线金融知识课程的动机和努力坚持
在设计课程时使用游戏机制和游戏结构在K-12和高等教育中越来越受欢迎。我们需要更多的证据来确定基于游戏的学习设计对学生学习体验的影响。本研究使用IMMS工具和用户数据来检查传统课程和基于游戏学习设计的课程的动机。参与者包括254名本科生,他们参加了传统课程和基于游戏的学习课程的两个部分。结果显示,尽管所有课程的学生都报告了在IMMS上的相似动机和相似的在线时间,但对用户数据的检查表明,整个学期的努力坚持程度存在差异。与传统课程相比,GBL课程的学生与内容的互动次数显著增加。这一发现表明,内容的水平,可选内容的适应性发布,以及通过银行功能赚取更多积分的能力对努力持久性有积极影响。
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