Effectiveness of gamified intelligent tutoring in physical education through the lens of self-determination theory

IF 8.9 1区 教育学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Computers & Education Pub Date : 2024-11-30 DOI:10.1016/j.compedu.2024.105212
Lu-Ho Hsia, Yen-Nan Lin, Chung-Hisenh Lin, Gwo-Jen Hwang
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Abstract

Scholars have recommended the application of an intelligent tutoring and instant feedback system (ITIFS) to enhance students' motor skills performance by automatically evaluating their learning performance and providing personalized guidance and feedback. However, solely providing personalized evaluation and feedback may not necessarily attract students' active and sustained engagement in practice. In particular, it is difficult to arouse students' enthusiasm to participate in sports that require repetitive practice to improve their physical abilities and which involve less interaction with the environment and their opponents. To address this issue, grounded in self-determination theory (SDT), the present study integrated a gamification mechanism that aligned with students' psychological needs into an ITIFS. The gamification features included avatars, achievements (personal ratings and rankings), badges, levels, and social networks (group ratings and rankings). It aimed to attract students to engage continuously in practice, and to address the issue of students lacking motivation to engage in repeated practice. To investigate the effectiveness of the proposed method, a quasi-experimental research design was adopted, and the collected data were analyzed with analysis of covariance (ANCOVA), independent samples t tests and qualitative coding. Four classes of university students participated in the experiment. Two classes (N = 80) were the experimental group adopting the SDT-based gamified ITIFS (G-ITIFS), and the other two classes (N = 76) were the control group adopting the conventional ITIFS (C-ITIFS). The findings indicated that the experimental group showed significantly better yoga skills performance and learning engagement compared to the control group. Feedback from students also revealed that the gamification mechanism provided more excitement and had positive impacts, satisfying students’ psychological needs and reinforcing the learning benefits. The findings of the present study revealed that, from the perspective of SDT, incorporating gamification elements into the development of ITIFS could be a promising approach for physical education. Therefore, it is strongly encouraged that educators promote such a gamified intelligent tutoring mode in physical education curriculums as it is crucial to the development of students' physical and mental health, as well as to their enthusiasm to participate in sports.
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自我决定理论视角下体育游戏化智能教学的有效性
学者们建议应用智能辅导和即时反馈系统(intelligent tutoring and instant feedback system, ITIFS),通过自动评估学生的学习表现并提供个性化的指导和反馈,来提高学生的运动技能表现。然而,仅仅提供个性化的评估和反馈可能并不一定能吸引学生积极和持续地参与实践。特别是那些需要反复练习来提高身体能力,与环境和对手互动较少的运动,很难激发学生参与的热情。为了解决这一问题,本研究以自我决定理论(SDT)为基础,将符合学生心理需求的游戏化机制整合到ITIFS中。游戏化功能包括化身、成就(个人评级和排名)、徽章、等级和社交网络(团体评级和排名)。它旨在吸引学生持续从事实践,并解决学生缺乏动力从事重复实践的问题。为了验证该方法的有效性,采用准实验研究设计,对收集的数据进行协方差分析(ANCOVA)、独立样本t检验和定性编码分析。四个班的大学生参加了这个实验。两组(N = 80)为实验组,采用基于sdt的游戏化ITIFS (G-ITIFS),另外两组(N = 76)为对照组,采用常规ITIFS (C-ITIFS)。研究结果表明,与对照组相比,实验组的瑜伽技能表现和学习参与度显著提高。学生的反馈也表明,游戏化机制提供了更多的兴奋感和积极的影响,满足了学生的心理需求,增强了学习效益。本研究的结果表明,从SDT的角度来看,将游戏化元素融入到体育教学的发展中可能是一种很有前途的方法。因此,强烈建议教育工作者在体育课程中推广这种游戏化的智能辅导模式,因为这对学生身心健康的发展和参与体育运动的热情至关重要。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Computers & Education
Computers & Education 工程技术-计算机:跨学科应用
CiteScore
27.10
自引率
5.80%
发文量
204
审稿时长
42 days
期刊介绍: Computers & Education seeks to advance understanding of how digital technology can improve education by publishing high-quality research that expands both theory and practice. The journal welcomes research papers exploring the pedagogical applications of digital technology, with a focus broad enough to appeal to the wider education community.
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