体验式学习中的游戏化区块链教育:学生认知幸福感分析

IF 2.1 2区 工程技术 Q2 EDUCATION, SCIENTIFIC DISCIPLINES IEEE Transactions on Education Pub Date : 2024-03-20 DOI:10.1109/TE.2024.3395617
Yung Po Tsang;Carman Ka Man Lee;Chun Ho Wu;Yanlin Li
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引用次数: 0

摘要

贡献:本研究探讨了区块链教育中拟议教学策略的有效性,发现该策略可提高高等教育中的学习成果、认知幸福感和学生参与度,最终缩短 STEM 知识的学习曲线:在工业 4.0 的背景下,区块链技术已成为一系列工业应用中数据管理和系统自动化转型的关键驱动力。尽管意义重大,但与区块链相关的复杂理论和概念往往会让初学者望而却步,阻碍他们领悟工业区块链的价值。因此,迫切需要开发互动式教学内容,以缓解陡峭的学习曲线:应用设计:基于实验学习理论,在实验学习循环中实施区块链教育游戏化,即 "BlockTrainHK"。因此,提出了实验学习中的游戏化学习(GEL)策略,通过两个案例研究来检验具体体验、反思观察、抽象概念和主动实验的有效性:为期两年的游戏化区块链教育研究结果令人鼓舞:采用GEL策略的测试组在认知幸福感方面更胜一筹,学生的认知幸福感与个人技术知识和技能水平成正比。
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Gamified Blockchain Education in Experiential Learning: An Analysis of Students’ Cognitive Well-Being
Contribution: This research explores the effectiveness of a proposed teaching strategy in blockchain education, finding that it enhances learning outcomes, cognitive well-being, and student engagement in tertiary education, ultimately resulting in a shallower learning curve for STEM knowledge.Background: In the context of Industry 4.0, blockchain technology has emerged as a key driver of transformation in data management and system automation across a range of industrial applications. Despite its significance, the intricate theories and concepts associated with blockchain often serve as a deterrent for novice learners, inhibiting their ability to appreciate the value of industrial blockchain. Consequently, there is a pressing need to develop interactive teaching content that alleviates the steep learning curve.Intended Outcomes: The teaching strategy for the gamification in blockchain education is proposed, which positively influence students’ cognitive well-being in terms of knowledge retention, cognitive curiosity, and heightened enjoyment.Application Design: Based on the experimental learning theory, the gamification of blockchain education, namely “BlockTrainHK”, is implemented in the experimental learning cycle. Therefore, the gamified learning in experimental learning (GEL) strategy is proposed to examine the effectiveness of concrete experience, reflective observation, abstract conceptualization and active experimentation by two case studies.Findings: The results of the two-year study on the gamified blockchain education are encouraging: test groups using the GEL strategy were better in the cognitive well-being, and students’ cognitive well-being is positively proportional to the level of individual technical knowledge and skills.
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来源期刊
IEEE Transactions on Education
IEEE Transactions on Education 工程技术-工程:电子与电气
CiteScore
5.80
自引率
7.70%
发文量
90
审稿时长
1 months
期刊介绍: The IEEE Transactions on Education (ToE) publishes significant and original scholarly contributions to education in electrical and electronics engineering, computer engineering, computer science, and other fields within the scope of interest of IEEE. Contributions must address discovery, integration, and/or application of knowledge in education in these fields. Articles must support contributions and assertions with compelling evidence and provide explicit, transparent descriptions of the processes through which the evidence is collected, analyzed, and interpreted. While characteristics of compelling evidence cannot be described to address every conceivable situation, generally assessment of the work being reported must go beyond student self-report and attitudinal data.
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