{"title":"工作-整合学习游戏化设计框架","authors":"Raslapat Suteeca, Theerasak Nitlarp","doi":"10.1109/ECTIDAMTNCON57770.2023.10139455","DOIUrl":null,"url":null,"abstract":"Gamification as an instructional method is gaining popularity to foster essential student attributes such as engagement, collaboration, and drive. This research aims to investigate the effectiveness of using gamification as an instructional method in work-integrated learning (WIL) within an organizational context. We designed a gamification approach tailored to develop competencies and motivations in WIL, and we collected data from fourth-year students of Modern Management and Information Technology who participated in cooperative education for at least six months. The collected data was analyzed using a structural equation model to identify relevant factors and provide insights into the use of gamification in WIL. Our study identified seven categories of motivation for using gamification, including goal setting, self-monitoring, rewards, sharing, social comparison, cooperation, and social learning. The findings demonstrate that gamification can be an effective instructional method in WIL for promoting engagement, collaboration, and drive among learners. The results have important implications for future research and practice in this area.","PeriodicalId":38808,"journal":{"name":"Transactions on Electrical Engineering, Electronics, and Communications","volume":"25 1","pages":"126-130"},"PeriodicalIF":0.0000,"publicationDate":"2023-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Work - Integrated Learning Gamification Design Framework\",\"authors\":\"Raslapat Suteeca, Theerasak Nitlarp\",\"doi\":\"10.1109/ECTIDAMTNCON57770.2023.10139455\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Gamification as an instructional method is gaining popularity to foster essential student attributes such as engagement, collaboration, and drive. This research aims to investigate the effectiveness of using gamification as an instructional method in work-integrated learning (WIL) within an organizational context. We designed a gamification approach tailored to develop competencies and motivations in WIL, and we collected data from fourth-year students of Modern Management and Information Technology who participated in cooperative education for at least six months. The collected data was analyzed using a structural equation model to identify relevant factors and provide insights into the use of gamification in WIL. Our study identified seven categories of motivation for using gamification, including goal setting, self-monitoring, rewards, sharing, social comparison, cooperation, and social learning. The findings demonstrate that gamification can be an effective instructional method in WIL for promoting engagement, collaboration, and drive among learners. The results have important implications for future research and practice in this area.\",\"PeriodicalId\":38808,\"journal\":{\"name\":\"Transactions on Electrical Engineering, Electronics, and Communications\",\"volume\":\"25 1\",\"pages\":\"126-130\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-03-22\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Transactions on Electrical Engineering, Electronics, and Communications\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ECTIDAMTNCON57770.2023.10139455\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"Engineering\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Transactions on Electrical Engineering, Electronics, and Communications","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ECTIDAMTNCON57770.2023.10139455","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"Engineering","Score":null,"Total":0}
Work - Integrated Learning Gamification Design Framework
Gamification as an instructional method is gaining popularity to foster essential student attributes such as engagement, collaboration, and drive. This research aims to investigate the effectiveness of using gamification as an instructional method in work-integrated learning (WIL) within an organizational context. We designed a gamification approach tailored to develop competencies and motivations in WIL, and we collected data from fourth-year students of Modern Management and Information Technology who participated in cooperative education for at least six months. The collected data was analyzed using a structural equation model to identify relevant factors and provide insights into the use of gamification in WIL. Our study identified seven categories of motivation for using gamification, including goal setting, self-monitoring, rewards, sharing, social comparison, cooperation, and social learning. The findings demonstrate that gamification can be an effective instructional method in WIL for promoting engagement, collaboration, and drive among learners. The results have important implications for future research and practice in this area.