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Research On The Influence Of Task Design Based On Gamification Concept On College Students’ Self-regulated Learning

Posted on:2019-09-06Degree:MasterType:Thesis
Country:ChinaCandidate:D J ZhangFull Text:PDF
GTID:2417330563953745Subject:Education Technology
Abstract/Summary:PDF Full Text Request
With the "Internet plus" era,the Internet is profoundly changing every aspect of society.In education,e-learning based on the Internet has been widely used,such as K12 online learning,MOOCs and so on.E-learning is characterized by diversification,intelligence and complexity.Its advantages are good interaction,flexibility and convenience,the maximization of resource utilization and personalized learning,and the shortcoming is lack of real-time interaction and no sense of belonging.For the e-learning environment full of all kinds of information,it becomes particularly important for learners to have good self-regulated learning ability.The ability of self-regulated learning can determine the learning effect of e-learning to a great extent.Self-regulated learning refers to learners’ active participation in their learning activities from metacognition,motivation and behavior to a certain extent.The main influencing factors are: individual internal factors,external environmental factors and behavioral factors.In view of its related factors,specific strategies can be adopted to improve the learner’s self-regulated learning ability and promote the improvement of e-learning effect.Gamification refers to the application of game ideas and mechanisms to non game situations in order to help users solve problems and improve their ability to build themselves.In education,the task design based on the concept of gamification is based on the relevant thinking mechanism of the game,and the corresponding teaching task is designed to play the game,and the boring task is illustrated with the appropriate arrangement of game activities to stimulate learners’ interest in learning,arouse students’ enthusiasm and improve the final learning effect.Based on task-driven learning theory,situational cognitive theory,immersive theory,and multiple-education evaluation theory,this study gamified the tasks of the "multimedia technology" curriculum,using grouping,context,competition,cooperation,feedback,rewards,and sharing strategies carefully design teaching tasks.Then the well-designed teaching tasks were applied to the Moodle learning platform for empirical research.The students of the 2015 level of undergraduate education technology were selected as the research object.A semester course teaching experiment was conducted using experimental methods and questionnaires.The survey method was used to summarize relevant data,and the data was analyzed and analyzed using SPSS 17 software.The research results show that the teaching tasks based on grouping,situation,competition,cooperation,feedback,rewards,sharing and other strategies have a positive influence on the learning motivation,learning behavior,and learning strategies of undergraduates’ self-regulated learning,and can effectively improve the learning motivation and improve learn participation and academic performance,improve learning strategies,etc.The research effectively promote the development of self-regulation learning ability of college students,and also provide new ideas for the development of education teaching design.
Keywords/Search Tags:Gamification, Game design, Self-regulation learning, Moodle learning platform
PDF Full Text Request
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