A platform for research: civil engineering, architecture and urbanism
Impact Study of the Learning Effects and Motivation of Competitive Modes in Gamified Learning
At a time when game-based learning has become a research hotspot, this study focused on the competition mechanism in gamified learning, aiming to explore the impact of different competition modes on students’ vocabulary learning effect and learning motivation. A group of 79 sixth grade students from China were randomly assigned to a non-competitive class, an individual competition class, and an inter-group competition class. The experiment was conducted in an English vocabulary course, and the game competition was carried out using the Quizlet Live game platform. The results indicated that: (1) the vocabulary learning effect and motivation of students in the competitive classes (individual competition and inter-group competition) were better than those in the non-competitive class; (2) the learning effect of students in the inter-group competitive class outperformed that of the individual competitive class, but there was no significant difference in learning motivation. Through the qualitative analysis of the students’ interviews, it was found that the results of inter-group competition may be related to the student’s perception of learning and emotional support. The findings of this study can provide relevant support for the subsequent game-based learning design.
Impact Study of the Learning Effects and Motivation of Competitive Modes in Gamified Learning
At a time when game-based learning has become a research hotspot, this study focused on the competition mechanism in gamified learning, aiming to explore the impact of different competition modes on students’ vocabulary learning effect and learning motivation. A group of 79 sixth grade students from China were randomly assigned to a non-competitive class, an individual competition class, and an inter-group competition class. The experiment was conducted in an English vocabulary course, and the game competition was carried out using the Quizlet Live game platform. The results indicated that: (1) the vocabulary learning effect and motivation of students in the competitive classes (individual competition and inter-group competition) were better than those in the non-competitive class; (2) the learning effect of students in the inter-group competitive class outperformed that of the individual competitive class, but there was no significant difference in learning motivation. Through the qualitative analysis of the students’ interviews, it was found that the results of inter-group competition may be related to the student’s perception of learning and emotional support. The findings of this study can provide relevant support for the subsequent game-based learning design.
Impact Study of the Learning Effects and Motivation of Competitive Modes in Gamified Learning
Yu-Jiao Liu (author) / Ying-Ge Zhou (author) / Qi-Long Li (author) / Xin-Dong Ye (author)
2022
Article (Journal)
Electronic Resource
Unknown
Metadata by DOAJ is licensed under CC BY-SA 1.0
Enhancing Student Motivation and Engagement through a Gamified Learning Environment
DOAJ | 2023
|Student motivation assessment using and learning virtual and gamified urban environments
BASE | 2017
|Online Gamified Learning to Enhance Teachers’ Competencies Using Classcraft
DOAJ | 2021
|Teaching Presence in Online Gamified Education for Sustainability Learning
DOAJ | 2020
|