A gamified module in the new normal classroom: A randomized block research design
M. Lanuza, J. A. A. Orajay, L. O. Barrion, R. J. Eusebio
{"title":"A gamified module in the new normal classroom: A randomized block research design","authors":"M. Lanuza, J. A. A. Orajay, L. O. Barrion, R. J. Eusebio","doi":"10.17762/TURCOMAT.V12I7.2708","DOIUrl":null,"url":null,"abstract":"The COVID-19 pandemic has challenged every aspect of one’s life, especially in the education setting. Educators are confronted with various challenges to be creative in delivering instructions despite several limitations caused by the pandemic. Thus, the gamification approach embedded in modular instruction in education is integrated by making each lesson interactive through progress trackers and badges in every game-based related activities to the lessons that have been used to sustain and enhance students’ motivation and learning engagement in the modular setup through a conducted Randomized Block Research Design. In this paper, the objectives were to (1) determine the profile of the students in terms of the type of institution they belong to, sex, age, degree program, and the course they were enrolled in the 2nd Semester A.Y. 2019-2020. Second (2) it determined the assessment of the module in terms of three areas such as format, content, and gamified features of the module. It also (3) tested the significant difference of the mean assessment of the module when grouped according to profile so that the educators will know how to contextualize the gamified module for its possible improvement. Notwithstanding, the concluded integration of the aspects of the module in terms of the format, content, and gamified features were all highly received positively by the 279 purposive-conveniently sampled respondents who participated from a local college in Laguna and a state university in Manila from the College of Education. The format, content, and gamified features of the module were all with high regards, however, with some notable remarks including the module cover, color, and template, insufficiency of the illustrative examples, and the improvement of progress tracker, badges, incentive system, and the game-based activities related to the lessons. Also, there is no statistical difference in the perceived use of the gamified module in many areas implied that there is a consistent presentation of the three areas whether in the different institution, age brackets, sex orientation, year levels, degree program, and course taken except those of the format since education courses were oriented to instructional materials standards gave them the ability to assess it more comprehensively. Another significant assessment was traced to content and gamified features of the males since males are more exposed to games perhaps lead them the expectations to a more similar approach to the games they were exposed to. The study recommended that though they find the gamified module as an innovative tool and unique way of learning amid the pandemic, improvements in terms of the badges, the activities presented in the module, and some additional features of the real game such as real and more creative badges, leaderboards and incentive system. Indeed, the paper moves forward the field of knowledge through the enhanced gamified module of several courses that can be a design guide of other disciplines. © 2021 Karadeniz Technical University. All rights reserved.","PeriodicalId":52230,"journal":{"name":"Turkish Journal of Computer and Mathematics Education","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2021-04-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Turkish Journal of Computer and Mathematics Education","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.17762/TURCOMAT.V12I7.2708","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"Social Sciences","Score":null,"Total":0}
引用次数: 0
Abstract
The COVID-19 pandemic has challenged every aspect of one’s life, especially in the education setting. Educators are confronted with various challenges to be creative in delivering instructions despite several limitations caused by the pandemic. Thus, the gamification approach embedded in modular instruction in education is integrated by making each lesson interactive through progress trackers and badges in every game-based related activities to the lessons that have been used to sustain and enhance students’ motivation and learning engagement in the modular setup through a conducted Randomized Block Research Design. In this paper, the objectives were to (1) determine the profile of the students in terms of the type of institution they belong to, sex, age, degree program, and the course they were enrolled in the 2nd Semester A.Y. 2019-2020. Second (2) it determined the assessment of the module in terms of three areas such as format, content, and gamified features of the module. It also (3) tested the significant difference of the mean assessment of the module when grouped according to profile so that the educators will know how to contextualize the gamified module for its possible improvement. Notwithstanding, the concluded integration of the aspects of the module in terms of the format, content, and gamified features were all highly received positively by the 279 purposive-conveniently sampled respondents who participated from a local college in Laguna and a state university in Manila from the College of Education. The format, content, and gamified features of the module were all with high regards, however, with some notable remarks including the module cover, color, and template, insufficiency of the illustrative examples, and the improvement of progress tracker, badges, incentive system, and the game-based activities related to the lessons. Also, there is no statistical difference in the perceived use of the gamified module in many areas implied that there is a consistent presentation of the three areas whether in the different institution, age brackets, sex orientation, year levels, degree program, and course taken except those of the format since education courses were oriented to instructional materials standards gave them the ability to assess it more comprehensively. Another significant assessment was traced to content and gamified features of the males since males are more exposed to games perhaps lead them the expectations to a more similar approach to the games they were exposed to. The study recommended that though they find the gamified module as an innovative tool and unique way of learning amid the pandemic, improvements in terms of the badges, the activities presented in the module, and some additional features of the real game such as real and more creative badges, leaderboards and incentive system. Indeed, the paper moves forward the field of knowledge through the enhanced gamified module of several courses that can be a design guide of other disciplines. © 2021 Karadeniz Technical University. All rights reserved.
新常态课堂中的游戏化模块:随机分组研究设计
新冠肺炎大流行挑战了人们生活的方方面面,尤其是在教育环境中。尽管疫情造成了一些限制,但教育工作者在提供指导时仍面临着各种挑战。因此,嵌入教育模块化教学中的游戏化方法是通过在每一个基于游戏的相关活动中通过进度跟踪器和徽章使每一节课与通过进行的随机分组研究设计用于维持和增强学生在模块化设置中的动机和学习参与度的课程进行互动来整合的。在这篇论文中,目标是(1)根据学生所属院校的类型、性别、年龄、学位课程以及他们在2019-2020年A.Y.第二学期注册的课程来确定学生的概况。第二(2)从模块的格式、内容和游戏化特征三个方面确定了对模块的评估。它还(3)测试了根据概况分组时模块平均评估的显著差异,以便教育工作者知道如何将游戏化模块情境化,以实现其可能的改进。尽管如此,在拉古纳当地一所大学和马尼拉一所州立大学教育学院的279名有目的、方便的抽样受访者中,模块在格式、内容和游戏化功能方面的整合都得到了积极的评价。然而,该模块的格式、内容和游戏化功能都受到了高度重视,但也有一些值得注意的备注,包括模块封面、颜色和模板,示例不足,以及进度跟踪器、徽章、激励系统和与课程相关的游戏活动的改进。此外,在许多领域,游戏化模块的感知使用没有统计差异,这意味着这三个领域的表现是一致的,无论是在不同的机构、年龄段、性别取向、年级、学位课程,由于教育课程是以教材标准为导向的,因此除了那些形式的课程外,他们还可以更全面地评估教材标准。另一项重要评估是男性的内容和游戏化特征,因为男性更容易接触游戏,这可能会让他们期望采用与接触过的游戏更相似的方法。研究建议,尽管他们发现游戏化模块是一种创新工具和独特的学习方式,但在新冠疫情期间,模块中介绍的活动,以及真实游戏的一些附加功能,如真实且更有创意的徽章、排行榜和激励系统。事实上,该论文通过几个课程的增强游戏化模块推进了知识领域的发展,这些课程可以作为其他学科的设计指南。©2021卡拉德尼兹工业大学。保留所有权利。
本文章由计算机程序翻译,如有差异,请以英文原文为准。