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A Developmental Research On Gamification Design Of Learning Engagement In Junior School

Posted on:2024-01-29Degree:MasterType:Thesis
Country:ChinaCandidate:S Y LiFull Text:PDF
GTID:2557307055989829Subject:Education Technology
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Experts studying learning behavior investment produced effective research results,but in reality many schools still less students actively answer the question,late for class,class not complete the tasks assigned by the teacher learning behavior into low,and the gaming teaching game mechanism,game concept and game elements into the classroom teaching,active classroom atmosphere,increase students ’participation,improve students’ interest in learning,and promote teaching,gaming teaching just can solve the problem of low students’ learning behavior.This study defines the learning behavior engagement as four dimensions: participation,interaction,persistence,and focus.Application of information technology in classroom teaching gamification teaching design,to gamification learning theory and Dick-Carey teaching design model as a guide,based on the factors affecting students’ learning behavior,put forward in the learning behavior oriented into gamification teaching design should follow the fun interactive,purpose and rules,education,evaluation of diversity four principles.Using design-based research methods,select game elements and gamification teaching strategies,design game activities in the information technology classroom,and carry out gamification teaching design research.Students from Class 1,Grade 7,Y Town nine-year System School,C City were selected as the research object,and grade 7 of Dalian University of Technology Press.The whole study was conducted in the autumn semester of 2022-2023,which lasted four weeks and a total of three classes.Through three rounds of iterations,students’ learning behavior investment in information technology classroom was finally promoted.The first round of iteration was held on Wednesday,the fourth week,and the game activities were carried out through the game courseware.The implementation results showed that the promotion effect of the four dimensions of students’ learning behavior investment was relatively significant,and the principles of fun interactivity and educational gamification teaching design were verified.At the end of the course,both quantitative and qualitative data were analyzed,and the improvement direction of the next round of gamification teaching design was summarized and reflected.The second round of iteration on the sixth week Wednesday,the design in the import link application "everybody to find fault" "vies to answer" two level game,the results show that in participation and interaction dimension,significantly on and focus dimension still need to further improve,verify the purpose and rules,evaluation of diversity gamification teaching design principles.The third round of iteration was on the Wednesday of the seventh week,and this round of design added a game of "You draw,I guess" in the process of consolidation.The implementation results showed that students’ learning behavior investment in junior high school information technology class was significantly improved in four dimensions.Based on the design research method,this study obtains the following conclusions: the application of game activities in the junior middle school information technology classroom can significantly improve students’ investment in learning behavior from the dimensions of participation,interaction,persistence and focus.Put forward learning behavior into four design principles,five strategy —— "game courseware interface to control the balance of knowledge and interest","import link introduce game activities can promote participation and focus dimension","teaching link to new knowledge and game case can promote persistence and focus dimension","consolidate link into the game and prompt game progress before teaching,can promote persistence and focus dimension","integral,ranking game elements can improve students competition and cooperation consciousness".
Keywords/Search Tags:Learning behavior engagement, gamification design, junior high information technology course, design-based research
PDF Full Text Request
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