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Modeling And Verification Of The Gamification In Education

Posted on:2018-04-08Degree:DoctorType:Dissertation
Country:ChinaCandidate:J LiuFull Text:PDF
GTID:1317330512485323Subject:Education Technology
Abstract/Summary:PDF Full Text Request
With the development and popularization of science and technology,the children of the new era are called digital natives.All aspects of their lives are affected by electronic products,in the process of growth,they have also been accepted with the advantages of electronic products,so they have been accustomed to the use of electronic products for life and learning.In the electronics industry,the game industry is particularly rapid and in-depth development,video games is already become one of the world's most popular entertainment media.With the development of the game industry,the game also has more and more profound impact in other areas,the education is one of them.Education is not preparation for life,education is life itself,and therefore,more and more researchers focus on the game application in the field of Education.After analysed a large number of researches and try lots of application practice,the researchers found that apply the game to education have too many difficulties.Also the application effect is uneven,so the researchers began to pay attention to the essence of the game,try to breaking the bottleneck of the game application through analyze the game's principles.In this process that can make the game more smoothly application in education,and this is the development process of game application in the education.In this study,the author puts forward the two key research contents:The application of the gamification in teaching and the application effect of the gamification.In literature review section,mainly consider two problems:the present situation of gaming application in the education and features of gamification applications.Through the analysis of a large number of research literature,determine the scope of the gamification application in the education,application mode and application results and so on,provide a reference basis for theoretical modeling of category.The feature of gamification application is also the corresponding conclusion by literature analysis.The standard in the analysis process is divided into three dimensions,which also provide a theoretical modeling basis.Through this section,the theoretical modeling is appropriate preparation and more reasonable.The theoretical modeling part is divided into three steps:the extraction of the model factors,the establishment of the causal relationship between the elements of model and the overall design of the model.The three dimensions of the model have been identified in the literature review section:the gamification,the learning activities and the learning outcomes.In the literature review,the three dimensions contain a lot of content,so we need to extract the key factors,so as to simplify the model.After extract the factors,it is necessary to establish the causal relationship between factors,and to prepare for the model design.The main purpose of establishing causal linkage is to combine the three dimensions into a whole one,which provides a reasonable framework for modeling.After the establishment of the causal relationship,the model is presented graphically.Qualitative research is considering two main research contents:(1)teacher interview research and(2)teacher questionnaire survey.The teacher interviews were semi-structured and in-depth interviews.There are two objectives of the interview:first,to understand the use of the game elements in the daily teaching;second,the influence of the game elements,application on the students' learning behavior.After the qualitative analysis of the interview,the questionnaire was added to the teachers.The main reason of the questionnaire survey was to make up for the shortcomings of the group interviews.The survey and interview have the same purpose,which is to understand the facts of the game elements used in daily teaching and the students'learning behavior,the differences lies in the problems involved in the questionnaire are more specific,more targeted.The main purposes of qualitative research are:to determine the rationality of theoretical modeling and to provide the basis for the source of the questionnaire.The quantitative study is considering four main research contents:(1)to determine the reliability of the student's questionnaire;(2)to determine the primary's acceptance of games and gamification;(3)to determine the relationship between the game elements and the learners' cognitive skills and peer learning behavior;(4)to determine and modify the theoretical model.Through the quantitative analysis,two key research questions are answered:(1)whether the elements of the game can predict the change of learners' learning cognitive skills?(2)How does the game elements affect the learning activities?...
Keywords/Search Tags:gamification, game elements, learning activities, qualitative research, quantitative research
PDF Full Text Request
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