统计学主体的游戏化研究:一种密室逃生的设计方法

F. Sánchez-Cubo
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引用次数: 0

摘要

近年来,教育——被理解为各种方法的混合体——一直缺乏创新。尽管信息通信技术已在各级教育的许多教室中实施,但还缺少其他一些东西。因此,游戏化成为解决这一问题的方法。因此,这项工作的目标是设计一个教育逃生室,在高等教育中实施,并分析从临时问卷中提取的数据。该问卷由参与飞行员体验的参与者在完成游戏后填写。此外,建议将信通技术作为应对COVID-19协议的一种方式,此外,还可以降低实施的货币和时间成本。结果表明,游戏各因素之间存在相关关系,总体满意度较高。因此,尽管投入了时间和精力,实施一个有教育意义的密室似乎对学生是有用的。
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Study on Gamification of the Subjects on Statistics: An Approach towards Designing an Escape Room
In recent years, education-understood as a mixture of methodologies- has suffered from a lack of innovation. Despite ICTs were implemented in many classrooms at all educational levels, something else was lacking. Consequently, gamification appeared as a solution to this issue. Thus, the objective of this piece of work is to design an educational Escape Room to be implemented in higher education and analysing the data extracted from an ad hoc questionnaire. Such questionnaire was fulfilled by the participants of the pilot experience after completing the game. Besides, ICTs are proposed as a way to deal with COVID-19 protocols and, additionally, lower monetary and time costs of implementation. The results show relevant correlations between different factors of the game, and general satisfaction is high. Therefore, notwithstanding the investment in time and effort, implementing an educational Escape Room seems useful for students.
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