{"title":"电子学习中的游戏化及其挑战:以我校计算机科学学习者为例","authors":"Antara Mahanta Barua, Sruti Sruba Bharali","doi":"10.1108/aaouj-01-2023-0001","DOIUrl":null,"url":null,"abstract":"Purpose The purpose of the case study is to investigate the perception of computer science learners at Krishna Kanta Handiqui State Open University (KKHSOU) regarding the use of gamification and to identify the challenges in implementing gamified teaching-learning processes in open and distance learning (ODL) institutions. Design/methodology/approach The case study was carried out by observing the views of the learners on the use of gamification in distance learning and studying the participation level of computer science learners before and after the gamification environment was added to a specific topic through the learning management system (LMS). The pre-game and post-game effects on learners' participation against various factors using t -tests were also investigated in this study. Findings The study reveals that gamification had a positive and highly significant influence on the learners' participation and engagement in the e-content provided via the LMS. The post-gamification mean score (5.62) was higher than the pre-gamification mean score (2.36), and the overall paired t -test (5.301) value was significant at the 1% level of significance. Some of the challenges faced during the study were communication with the learner, lack of technical skills of the learner, duration of study, etc. Originality/value This study will help in understanding the perception and effect of gamification on computer science learners in ODL mode in India. The study succeeded in demonstrating that the use of gamified elements results in increased learner participation.","PeriodicalId":32802,"journal":{"name":"AAOU Journal","volume":"4 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-09-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Gamification and its challenges in e-learning: a case study of computer science learners in KKHSOU\",\"authors\":\"Antara Mahanta Barua, Sruti Sruba Bharali\",\"doi\":\"10.1108/aaouj-01-2023-0001\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Purpose The purpose of the case study is to investigate the perception of computer science learners at Krishna Kanta Handiqui State Open University (KKHSOU) regarding the use of gamification and to identify the challenges in implementing gamified teaching-learning processes in open and distance learning (ODL) institutions. Design/methodology/approach The case study was carried out by observing the views of the learners on the use of gamification in distance learning and studying the participation level of computer science learners before and after the gamification environment was added to a specific topic through the learning management system (LMS). The pre-game and post-game effects on learners' participation against various factors using t -tests were also investigated in this study. Findings The study reveals that gamification had a positive and highly significant influence on the learners' participation and engagement in the e-content provided via the LMS. The post-gamification mean score (5.62) was higher than the pre-gamification mean score (2.36), and the overall paired t -test (5.301) value was significant at the 1% level of significance. Some of the challenges faced during the study were communication with the learner, lack of technical skills of the learner, duration of study, etc. Originality/value This study will help in understanding the perception and effect of gamification on computer science learners in ODL mode in India. The study succeeded in demonstrating that the use of gamified elements results in increased learner participation.\",\"PeriodicalId\":32802,\"journal\":{\"name\":\"AAOU Journal\",\"volume\":\"4 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-09-29\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"AAOU Journal\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1108/aaouj-01-2023-0001\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"Social Sciences\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"AAOU Journal","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1108/aaouj-01-2023-0001","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"Social Sciences","Score":null,"Total":0}
引用次数: 0
摘要
本案例研究的目的是调查Krishna Kanta Handiqui州立开放大学(kkhsu)计算机科学学习者对游戏化使用的看法,并确定在开放和远程学习(ODL)机构中实施游戏化教学过程的挑战。案例研究通过观察学习者对在远程学习中使用游戏化的看法,研究通过学习管理系统(LMS)将游戏化环境添加到特定主题之前和之后计算机科学学习者的参与水平来进行。本研究亦采用t检验探讨游戏前及游戏后对不同因素对学习者参与的影响。研究发现,游戏化对学习者对LMS提供的电子内容的参与和投入产生了积极而显著的影响。游戏化后的平均得分(5.62)高于游戏化前的平均得分(2.36),配对t检验的总体值(5.301)在1%的显著水平上具有显著性。在学习过程中面临的一些挑战是与学习者的沟通,学习者缺乏技术技能,学习时间等。原创性/价值本研究将有助于理解游戏化对印度ODL模式计算机科学学习者的感知和影响。该研究成功地证明了游戏化元素的使用提高了学习者的参与度。
Gamification and its challenges in e-learning: a case study of computer science learners in KKHSOU
Purpose The purpose of the case study is to investigate the perception of computer science learners at Krishna Kanta Handiqui State Open University (KKHSOU) regarding the use of gamification and to identify the challenges in implementing gamified teaching-learning processes in open and distance learning (ODL) institutions. Design/methodology/approach The case study was carried out by observing the views of the learners on the use of gamification in distance learning and studying the participation level of computer science learners before and after the gamification environment was added to a specific topic through the learning management system (LMS). The pre-game and post-game effects on learners' participation against various factors using t -tests were also investigated in this study. Findings The study reveals that gamification had a positive and highly significant influence on the learners' participation and engagement in the e-content provided via the LMS. The post-gamification mean score (5.62) was higher than the pre-gamification mean score (2.36), and the overall paired t -test (5.301) value was significant at the 1% level of significance. Some of the challenges faced during the study were communication with the learner, lack of technical skills of the learner, duration of study, etc. Originality/value This study will help in understanding the perception and effect of gamification on computer science learners in ODL mode in India. The study succeeded in demonstrating that the use of gamified elements results in increased learner participation.