刚才在这里的那个学生在哪里?游戏化是吸引学生的一种策略

IF 2.4 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS International Journal of Information and Learning Technology Pub Date : 2023-03-14 DOI:10.1108/ijilt-05-2022-0122
V. I. Pardim, Luis Hernan Contreras Pinochet, A. Viana, C. Souza
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引用次数: 1

摘要

新冠肺炎疫情加剧了教育的数字化转型。在这种情况下,基于游戏元素与教育目的的使用,游戏化是一个有吸引力的选择。然而,它将学习的教育内容作为中心元素,而不忽视“乐趣”,这有助于吸引学生。因此,本研究旨在分析在远程教育游戏化活动中影响学生参与工商管理本科课程的因素。设计/方法/方法作者通过对圣保罗一所私立大学管理课程学生的调查收集数据(n = 671)。本研究采用定量方法,使用扫描电镜PLS估计和其他分析技术的支持。研究结果支持所有的假设。那些与“竞争”相关结构的人获得了最稳定的关系,这表明竞争是游戏化的基本元素。尽管结果支持,“网络暴露”影响敬业度是改进教学策略的一个注意点。研究限制/意义研究生院可以实施这种类型的游戏化活动,评估获得更高学位的学生是否愿意参与被认为“不那么严肃”的学习活动。高等教育机构可以从这项研究中受益,理解游戏化是一种积极的方法,可以提高学生在教学中的参与度。原创性/价值本研究解决了影响学生参与游戏化活动的因素的差距,提出了一种替代文献中的理论模型。
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Where is the student who was here? Gamification as a strategy to engage students
PurposeEducation is undergoing digital transformation intensified by COVID-19. In this context, gamification is an attractive alternative based on the use of elements of the games with educational purposes. However, it keeps the educational content to be learned as a central element without neglecting the “fun,” which contributing to engaging students. Therefore, this study aims to analyze the factors that affect students' engagement in an undergraduate course of Business Administration with gamified activities in remote education.Design/methodology/approachThe authors collected data through a survey available to students of the administration course at a private university in São Paulo (n = 671). This study used a quantitative approach, using SEM with PLS estimation and with the support of other analytical techniques.FindingsThe results support all the hypotheses formulated. Those with the associated construct “competition” obtained the most robust relationships, which denotes that competition is an essential element in gamification. Despite being supported by the results, “network exposure” influencing engagement is one point of attention to improving teaching strategies.Research limitations/implicationsGraduate schools could implement this type of gamified activity, evaluating whether students enrolled in higher degrees would willingly engage in a learning activity considered “less serious.”Practical implicationsHigher education institutions can benefit from this study by understanding that gamification is presented as an active methodology that increases students' engagement in teaching.Originality/valueThis research addressed gaps in the factors that affect students' engagement with gamified activities, proposing an alternative theoretical model to those present in the literature.
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来源期刊
International Journal of Information and Learning Technology
International Journal of Information and Learning Technology COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-
CiteScore
6.10
自引率
3.30%
发文量
33
期刊介绍: International Journal of Information and Learning Technology (IJILT) provides a forum for the sharing of the latest theories, applications, and services related to planning, developing, managing, using, and evaluating information technologies in administrative, academic, and library computing, as well as other educational technologies. Submissions can include research: -Illustrating and critiquing educational technologies -New uses of technology in education -Issue-or results-focused case studies detailing examples of technology applications in higher education -In-depth analyses of the latest theories, applications and services in the field The journal provides wide-ranging and independent coverage of the management, use and integration of information resources and learning technologies.
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