A Gamified Learning Framework to Cultivate Critical Thinking Skills in Students

IF 2.1 2区 工程技术 Q2 EDUCATION, SCIENTIFIC DISCIPLINES IEEE Transactions on Education Pub Date : 2024-11-08 DOI:10.1109/TE.2024.3431872
K. G. Srinivasa;Aman Singh;Kshitij Kumar Singh Chauhan
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Abstract

Contribution: This article investigates the impact of gamified learning on high school students (grades 9–12) in computer science, emphasizing learner engagement, knowledge improvement, and overall satisfaction. It contributes insights into the effectiveness of gamification in enhancing educational outcomes. Background: Gamification in education is explored, focusing on its potential to address challenges in learner engagement. The study draws on gamification principles and user-centered design frameworks to create meaningful gamified learning experiences. Intended Outcomes: The study aims to measure knowledge improvement, overall satisfaction, and engagement in gamified learning. It seeks to assess the effectiveness of the designed educational games in enhancing algorithmic, computational, and analytical thinking skills. Application Design: Utilizing an agile development process, Unity game engine, and Swift Core-AR, this article details the creation of user-centered gamified environments. It outlines the deployment methodology for augmented reality-based games, emphasizing iterative design based on user feedback. Findings: Statistical analyses show positive correlations between overall satisfaction, engagement, and motivation with knowledge improvement. The paired t-test reveals a significant increase in knowledge levels post-gamification. One-way alternative to the one-way analysis of variance underscores the influence of satisfaction on knowledge improvement, highlighting its critical role.
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培养学生批判性思维能力的游戏化学习框架
贡献:本文调查了游戏化学习对高中学生(9-12年级)计算机科学的影响,强调学习者的参与,知识的提高和整体满意度。它有助于深入了解游戏化在提高教育成果方面的有效性。背景:探索教育中的游戏化,重点关注其解决学习者参与挑战的潜力。该研究利用游戏化原则和以用户为中心的设计框架来创造有意义的游戏化学习体验。预期结果:本研究旨在衡量游戏化学习的知识改进、总体满意度和参与度。它旨在评估设计的教育游戏在提高算法、计算和分析思维技能方面的有效性。应用程序设计:利用敏捷开发过程、Unity游戏引擎和Swift Core-AR,本文详细介绍了以用户为中心的游戏化环境的创建。它概述了基于增强现实的游戏的部署方法,强调了基于用户反馈的迭代设计。研究结果:统计分析表明,总体满意度、敬业度和动机与知识进步呈正相关。配对t检验显示游戏化后知识水平显著提高。单向方差分析的单向替代强调了满意度对知识改进的影响,突出了其关键作用。
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来源期刊
IEEE Transactions on Education
IEEE Transactions on Education 工程技术-工程:电子与电气
CiteScore
5.80
自引率
7.70%
发文量
90
审稿时长
1 months
期刊介绍: The IEEE Transactions on Education (ToE) publishes significant and original scholarly contributions to education in electrical and electronics engineering, computer engineering, computer science, and other fields within the scope of interest of IEEE. Contributions must address discovery, integration, and/or application of knowledge in education in these fields. Articles must support contributions and assertions with compelling evidence and provide explicit, transparent descriptions of the processes through which the evidence is collected, analyzed, and interpreted. While characteristics of compelling evidence cannot be described to address every conceivable situation, generally assessment of the work being reported must go beyond student self-report and attitudinal data.
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