科学教育中的自适应游戏化:实施和调整游戏元素对学生学习动机的影响分析

Comput. Pub Date : 2023-07-18 DOI:10.3390/computers12070143
Alkinoos-Ioannis Zourmpakis, M. Kalogiannakis, Stamatios Papadakis
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引用次数: 0

摘要

近年来,游戏化引起了研究人员和教育工作者的关注,尤其是在科学教育领域,因为在科学教育中学生经常会表现出负面情绪。游戏化方法旨在通过结合内在和外在激励因素,激发学习者参与学习。然而,游戏化的效果参差不齐,这促使研究人员探索适应性游戏化作为一种替代方法。然而,我们还需要对适应性游戏化方法进行更多的研究,尤其是关于游戏化的主要目标--学习动机的研究。在这项研究中,我们基于特定的动机和心理框架,开发并测试了一种适应性游戏化环境。该环境融合了适应性标准、学习策略、游戏元素以及科学教育的所有重要方面,面向小学三年级的六个班级。我们采用定量方法来深入了解自适应游戏化应用对学生学习动机的影响及其感知。我们旨在了解学生体验到的每个游戏元素是如何影响他们的学习动机的。根据我们的研究结果,在使用自适应游戏化环境时,学生学习科学的积极性更高。此外,适应过程在很大程度上是成功的,因为学生们普遍喜欢将游戏元素融入到他们的课程中,这表明所采用的多维框架在增强学生的体验和参与度方面是有效的。
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Adaptive Gamification in Science Education: An Analysis of the Impact of implementation and Adapted game Elements on Students' Motivation
In recent years, gamification has captured the attention of researchers and educators, particularly in science education, where students often express negative emotions. Gamification methods aim to motivate learners to participate in learning by incorporating intrinsic and extrinsic motivational factors. However, the effectiveness of gamification has yielded varying outcomes, prompting researchers to explore adaptive gamification as an alternative approach. Nevertheless, there needs to be more research on adaptive gamification approaches, particularly concerning motivation, which is the primary objective of gamification. In this study, we developed and tested an adaptive gamification environment based on specific motivational and psychological frameworks. This environment incorporated adaptive criteria, learning strategies, gaming elements, and all crucial aspects of science education for six classes of third-grade students in primary school. We employed a quantitative approach to gain insights into the motivational impact on students and their perception of the adaptive gamification application. We aimed to understand how each game element experienced by students influenced their motivation. Based on our findings, students were more motivated to learn science when using an adaptive gamification environment. Additionally, the adaptation process was largely successful, as students generally liked the game elements integrated into their lessons, indicating the effectiveness of the multidimensional framework employed in enhancing students’ experiences and engagement.
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