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    游戏化评价对大学生在线学习倦怠及 学习成绩的影响研究

    A Study on Effects of Gamified Assessment on Online Learning Burnout and Academic Performance of College Students

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【作      者】:

贺宝勋, 张立国, 庄科君


【关 键 词 】:

游戏化评价; 游戏化测验; 游戏化学习; 在线教学; 学习倦怠; Quizizz


【栏      目】:

网络教育


【中文摘要】:

研究表明在传统课堂教学中游戏化评价能够激发学习动机、消减学习焦虑,因此从理论上说游戏化评价具有缓解大学生在线学习倦怠,进而提升在线学习成绩的潜质。为了验证这一假设,在在线教学过程中开展了为期6周的准实验研究。其中,实验组采用基于Quizizz平台的游戏化评价方式实施课后测验,而对照组使用在线教学平台中的普通测验评价方式。研究表明:(1)仅通过游戏化评价干预并不足以有效缓解大学生在线学习倦怠;(2)游戏化评价可提升在线教学测验成绩且并未出现“新奇效应”,反而表现出“持续效应”;(3)与普通在线测验相比,游戏化评价可使在线学习更加有趣,且评价实质等效;(4)国外游戏化评价系统易用性欠佳,学生期望在线教学与游戏化评价相融合的独立系统。据此提出:对整门在线课程实施游戏化,以及对在线教学平台评价功能实施游戏化或将平台数据与游戏化评价系统融通,是实现在线教学游戏化,进而缓解在线学习倦怠、提升学习成绩的可行路径。


【英文摘要】:

Research has shown that gamified assessment can inspire learning motivation and reduce learning anxiety in traditional classroom. Therefore, theoretically, gamified assessment has the potential to relieve college students' online learning burnout and improve their online learning performance. To test this hypothesis, a six-week quasi-experimental study is conducted during the online teaching process. Among them, the experimental group adopts the gamified assessment based on Quizizz platform to implement the after-class test, while the control group uses the conventional quiz in the online learning platform. The results show that 1) gamified assessment alone is not enough to effectively alleviate college students' online learning burnout. 2) Gamified assessment can improve the performance on online quizzes and does not show a "novelty effect" but rather a "persistence effect". 3) Compared with the ordinary online quiz, gamified assessment can make online learning more interesting, and the assessment is substantially equivalent. 4) Foreign gamified assessment system is not easy to be used in China. Students expect an independent system that integrates online learning and gamified assessment. Therefore, it is suggested that the gamification of the entire online course, as well as gamification of the evaluation function of the online teaching platform or integration of the platform data with the gamification assessment system, is a feasible way to realize the gamification of online teaching, thus alleviating online learning burnout and improving academic performance.

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