游戏化对协作学习发展的影响:定量实验方法

IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Revista Iberoamericana de Tecnologias del Aprendizaje Pub Date : 2024-02-22 DOI:10.1109/RITA.2024.3368360
Benjamín Maraza-Quispe;Walter Choquehuanca-Quispe;Víctor Hugo Rosas-Imán;Lita Marianela Quispe-Flores;Manuel Alfredo Alcázar-Holguin;Giuliana Feliciano-Yucra;Atilio Cesar Martinez-Lopez
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引用次数: 0

摘要

本研究旨在评估使用 Classcraft 游戏化平台对促进常规基础教育学生协同工作的影响。所选人群包括 200 名高中三年级学生,实验样本由 30 名学生组成,根据技术技能和工具管理等纳入标准,通过非概率方便抽样选出。所开发的活动包括详细的学习课程,旨在利用 Classcraft 游戏化平台发展协作工作的各个方面。数据收集工具包括一份问卷,分为 5 个维度:积极的相互依赖、任务相互依赖、个人和小组责任、人际交往和小组技能以及团队内部管理。每个维度都包含 1 到 5 分的项目。前测结果显示,大多数学生的协作工作水平正常。然而,在后测中,"良好 "水平有了显著提高,这表明在使用 Classcraft 平台进行干预后,学生的协作能力得到了有效发展。总之,研究表明,Classcraft 游戏化平台的使用对高中生协作学习的发展产生了积极影响。研究结果表明,该平台的实施有助于加强团队内部管理技能和协作学习,改善学生之间的相互依赖以及个人和团体责任感。这些结果支持了最初的假设,并强调了游戏化在教育背景下促进学生之间有效协作的重要性。
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Impact of Gamification on Collaborative Learning Development: A Quantitative Experimental Approach
The objective of the research is to assess the impact of using the Classcraft gamification platform to promote collaborative work among students in Regular Basic Education. The selected population consisted of 200 third-grade high school students, with the experimental sample comprising 30 students selected through non-probabilistic convenience sampling, based on inclusion criteria such as technological skills and tool management. The activities developed detail learning sessions designed to develop various aspects of collaborative work using the Classcraft gamification platform. The data collection instrument includes a questionnaire divided into 5 dimensions: Positive interdependence, task interdependence, individual and group responsibility, interpersonal and small group skills, and internal team management. Each dimension contains items rated on a scale from 1 to 5. The pretest results showed that the majority of students had a regular level of collaborative work. However, in the posttest, a significant increase in the “Good” level was observed, indicating effective development of collaborative work following the intervention with the Classcraft platform. In conclusion, the study demonstrated that the use of the Classcraft gamification platform had a positive impact on the development of collaborative work in high school students. The results suggest that the implementation of this platform contributed to strengthening internal team management skills and collaborative learning, improving interdependence, and individual and group responsibility among students. These findings support the initial hypothesis and underscore the importance of gamification in the educational context for promoting effective collaboration among students.
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CiteScore
4.30
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0.00%
发文量
45
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