{"title":"游戏化对在线学习环境下学生成绩的影响","authors":"Abdulmajid Alsaadoun","doi":"10.5296/ijld.v12i3.20232","DOIUrl":null,"url":null,"abstract":"The implementation of gamification techniques has unquestionably altered educational environments and conventional learning styles by dramatically altering the student and instructor positions. The aim of this study is to investigate the effect of the gamification techniques on students’ academic achievement when applied in online learning environment. A quasi-experimental approach was utilized to determine the impact of gamification on students’ academic achievement. Two 3rd grade mathematics classes consisting of 50 students total were selected, one as the experimental group and the other as the control group. Both groups received online learning via the Microsoft Teams platform. The experimental group received treatment that utilized gamification elements, while the control group did not. A pretest and posttest were given to students in the two groups. Findings revealed that gamification techniques did not affect students’ academic achievement.","PeriodicalId":38847,"journal":{"name":"International Journal of Technological Learning, Innovation and Development","volume":"82 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2022-09-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"The Impact of Gamification on Students’ Achievement in Online Learning Environments\",\"authors\":\"Abdulmajid Alsaadoun\",\"doi\":\"10.5296/ijld.v12i3.20232\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The implementation of gamification techniques has unquestionably altered educational environments and conventional learning styles by dramatically altering the student and instructor positions. The aim of this study is to investigate the effect of the gamification techniques on students’ academic achievement when applied in online learning environment. A quasi-experimental approach was utilized to determine the impact of gamification on students’ academic achievement. Two 3rd grade mathematics classes consisting of 50 students total were selected, one as the experimental group and the other as the control group. Both groups received online learning via the Microsoft Teams platform. The experimental group received treatment that utilized gamification elements, while the control group did not. A pretest and posttest were given to students in the two groups. Findings revealed that gamification techniques did not affect students’ academic achievement.\",\"PeriodicalId\":38847,\"journal\":{\"name\":\"International Journal of Technological Learning, Innovation and Development\",\"volume\":\"82 1\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-09-29\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"International Journal of Technological Learning, Innovation and Development\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.5296/ijld.v12i3.20232\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"Social Sciences\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Technological Learning, Innovation and Development","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.5296/ijld.v12i3.20232","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"Social Sciences","Score":null,"Total":0}
The Impact of Gamification on Students’ Achievement in Online Learning Environments
The implementation of gamification techniques has unquestionably altered educational environments and conventional learning styles by dramatically altering the student and instructor positions. The aim of this study is to investigate the effect of the gamification techniques on students’ academic achievement when applied in online learning environment. A quasi-experimental approach was utilized to determine the impact of gamification on students’ academic achievement. Two 3rd grade mathematics classes consisting of 50 students total were selected, one as the experimental group and the other as the control group. Both groups received online learning via the Microsoft Teams platform. The experimental group received treatment that utilized gamification elements, while the control group did not. A pretest and posttest were given to students in the two groups. Findings revealed that gamification techniques did not affect students’ academic achievement.