通过游戏化合作学习提高社会学课堂的创造性问题解决能力和学习动力

IF 3.7 2区 教育学 Q1 Social Sciences Thinking Skills and Creativity Pub Date : 2024-08-14 DOI:10.1016/j.tsc.2024.101616
Kampanart Chaiyarat
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引用次数: 0

摘要

在瞬息万变的社会中,创造性地解决问题(CPS)对学习者至关重要。文献表明,鼓励交流思想和新观点的合作学习环境可以促进创造性解决问题。然而,在现实中,学生往往面临学习动力不足的问题,这阻碍了他们合作学习的意愿。同时针对 CPS 和学习动机的实证研究十分有限。因此,本准实验研究旨在比较学生在参与游戏化合作学习活动(GCL)和传统合作学习活动(TCL)前后以及两组学生之间在社会学方面的 CPS 和学习动机。这项研究通过有目的的抽样选取了 64 名七年级泰国学生。数据分析包括描述性统计、配对样本和独立样本 t 检验。研究结果表明,GCL 组学生的总体 CPS 和学习动机均有明显提高。此外,GCL 组的整体 CPS 明显高于 TCL 组,尽管某些子类别没有显示出显著差异。本研究为开发能提高创造性解决问题能力和学习动机的学习活动提供了经验性启示,为有关结合游戏化的合作学习方法的文献做出了贡献。
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Enhancing creative problem solving and learning motivation in social studies classrooms with gamified cooperative learning

Creative problem solving (CPS) is crucial for learners in our rapidly changing society. Literature suggests that cooperative learning environments, which encourage the exchange of ideas and new perspectives, can foster CPS. However, in reality, students often face low motivation, which hinders their willingness to work collaboratively. Limited empirical research has simultaneously addressed both CPS and learning motivation. Therefore, this quasi-experimental research aims to compare CPS and learning motivation in social studies before and after participation in gamified cooperative learning activities (GCL) and traditional cooperative learning activities (TCL), as well as between the two groups. The study involved 64 seventh-grade Thai students selected through purposive sampling. Data analysis included descriptive statistics, paired samples, and independent-samples t-tests. The findings indicated a significant increase in overall CPS and learning motivation in the GCL group. Furthermore, the overall CPS of the GCL group was significantly higher than that of the TCL group, although certain subcategories did not show significant differences. This study provides empirical insights into developing learning activities that enhance creative problem-solving and learning motivation, contributing to the literature on cooperative learning approaches that incorporate gamification.

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来源期刊
Thinking Skills and Creativity
Thinking Skills and Creativity EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
6.40
自引率
16.20%
发文量
172
审稿时长
76 days
期刊介绍: Thinking Skills and Creativity is a new journal providing a peer-reviewed forum for communication and debate for the community of researchers interested in teaching for thinking and creativity. Papers may represent a variety of theoretical perspectives and methodological approaches and may relate to any age level in a diversity of settings: formal and informal, education and work-based.
期刊最新文献
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