选择你自己的冒险:科学史游戏化课程设计

Jo Stewart, K. Sheppard
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引用次数: 2

摘要

为了应对高辍学率和低动机的在线课程,我们将科学史课程游戏化。为此,我们使用了一个名为3DGameLab的在线教育程序,将广受欢迎的面对面讲座和讨论课程转换为在线形式,用于远程教学。在3DGameLab中,我们准备的内容大约是面授课程的三倍。与传统评分相比,明确的任务和经验点形式的即时奖励有助于建立透明的激励系统。在本课程中,学生以异步方式完成作业。由于学生的自我管理,在这种形式下,持续参与是一项挑战,但在游戏模式下,学生可以重复他们的尝试,通过一个任务(一节课),直到他们成功(提交一个合格的回答)。反馈周期很短,我们发现,当学生得到快速反馈时,他们往往会在失败面前坚持下去,而不是放弃。为了测试异步、游戏化格式的适应性,我们还将本课程设计为混合课程。当反馈很快,任务也很明确时,学生们仍然很投入。我们没有进行定量研究;本文的目的是分享我们对这些模式的方法和后续经验的设计研究。
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Choose Your Own Adventure: Gamified Course Design in History of Science
To combat high dropout rates and low motivation for online courses, we gamified a history of science course. To do so, we used an online educational program called 3DGameLab to convert what had been a well-liked face-to-face lecture and discussion course to an online format, for the purposes of long-distance teaching and learning. Within 3DGameLab, we prepared approximately three times as much content as would be taught in a face-to-face class. Clear tasks and immediate rewards in the form of experience points (XP) contributed to a transparent motivational system as compared to traditional grading. In this course, students completed their assignments asynchronously. Sustaining engagement is challenging in this format due to student self-management, but, with the game mode, students could repeat their attempts to pass a quest (a lesson) until they succeed (submit a passable response). The feedback cycle was short, and we found that students tend to persevere in the face of failure when they get rapid feedback, rather than quit. To test the adaptability of the asynchronous, gamified format, we also designed this course as a hybrid course. Students remained engaged when the feedback was quick, and the tasks were clearly set. We did not perform a quantitative study; the purpose of this article is to share a design study of our methods and subsequent experience with these modalities.
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