{"title":"The role of fun in learning","authors":"Gabriella Tisza","doi":"10.1145/3450337.3483513","DOIUrl":null,"url":null,"abstract":"Fun is often considered as an essential element of learning, especially among researchers in gamification and child-computer interaction. Accordingly, enjoyment of a (non-formal) learning activity or game is frequently an important design and evaluation criteria. However, while it is often declared that learning games and playful learning activities are fun for children, empirical evidence is hard to come by as measuring fun is not straightforward. Hence, to start my PhD research, I have defined fun and designed and validated a measurement tool (FunQ) for the quantitative assessment of fun. Thereafter, by using FunQ I have investigated the effect of fun on learning. My research results indicate that fun has a positive and significant effect on learning and it also has a significant indirect positive effect on learning across influencing students' attitude about the topic. In my next study, I am planning to do an intervention to see how teachers can support the experienced fun while learning, and by this, enhance students’ learning experience and their level of learning. My aim is to turn research into practice by providing teachers with guidelines for a more fun and more effective learning.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"362 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3450337.3483513","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 3

Abstract

Fun is often considered as an essential element of learning, especially among researchers in gamification and child-computer interaction. Accordingly, enjoyment of a (non-formal) learning activity or game is frequently an important design and evaluation criteria. However, while it is often declared that learning games and playful learning activities are fun for children, empirical evidence is hard to come by as measuring fun is not straightforward. Hence, to start my PhD research, I have defined fun and designed and validated a measurement tool (FunQ) for the quantitative assessment of fun. Thereafter, by using FunQ I have investigated the effect of fun on learning. My research results indicate that fun has a positive and significant effect on learning and it also has a significant indirect positive effect on learning across influencing students' attitude about the topic. In my next study, I am planning to do an intervention to see how teachers can support the experienced fun while learning, and by this, enhance students’ learning experience and their level of learning. My aim is to turn research into practice by providing teachers with guidelines for a more fun and more effective learning.
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乐趣在学习中的作用
乐趣通常被认为是学习的基本要素,尤其是在研究游戏化和儿童电脑互动的研究人员中。因此,(非正式的)学习活动或游戏的乐趣通常是一个重要的设计和评估标准。然而,尽管人们经常宣称学习游戏和有趣的学习活动对儿童来说很有趣,但由于衡量乐趣并不简单,因此很难获得经验证据。因此,为了开始我的博士研究,我定义了乐趣,设计并验证了一个测量工具(FunQ),用于定量评估乐趣。此后,通过使用FunQ,我研究了乐趣对学习的影响。我的研究结果表明,乐趣对学习有积极显著的影响,并且通过影响学生对话题的态度对学习也有显著的间接积极影响。在我的下一个研究中,我计划做一个干预,看看老师如何在学习中支持体验乐趣,从而提高学生的学习体验和学习水平。
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