A Qualitative Investigation of Team-Based Gamified Learning in an Online Environment

Yunjo An
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引用次数: 2

Abstract

Background / purpose – This study examined how team-based gamified learning influenced students’ attitudes towards the gamification of learning, online collaboration, and competition. Furthermore, the study explored what factors contributed to the students’ positive or negative experiences with gamified learning. Materials / methods – Game elements used for the team-based gamified learning experience included challenges, points, peer feedback and voting (social influence), and inter-team competition. Qualitative data were collected from pre- and post-surveys and participants’ reflections. Results – Overall, the gamified learning experience had a positive influence on the participants’ attitudes toward the gamification of learning. The major factors that contributed to the positive change included (1) fun and enjoyment, (2) motivation and engagement, (3) relevance, and (4) choice and
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在线环境下团队游戏化学习的定性研究
背景/目的:本研究考察了基于团队的游戏化学习如何影响学生对游戏化学习、在线协作和竞争的态度。此外,研究还探讨了影响学生游戏化学习积极或消极体验的因素。材料/方法——基于团队的游戏化学习体验所使用的游戏元素包括挑战、积分、同伴反馈和投票(社会影响)以及团队间竞争。定性数据收集前和后的调查和参与者的意见。结果-总体而言,游戏化学习经历对参与者对游戏化学习的态度产生了积极的影响。导致积极变化的主要因素包括(1)乐趣和享受,(2)动机和投入,(3)相关性,(4)选择和
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来源期刊
Educational Process International Journal
Educational Process International Journal Social Sciences-Education
CiteScore
3.40
自引率
0.00%
发文量
10
审稿时长
20 weeks
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