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Research On The Influencing Factors Of Gamification Elements On Learning Engagement In Interactive Learning Environment

Posted on:2021-04-24Degree:MasterType:Thesis
Country:ChinaCandidate:M D ShangFull Text:PDF
GTID:2427330623473453Subject:Education Technology
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Currently,the Interactive Learning Environment plays an important role in domestic information technology education and promotes teacher-student interaction in the classroom.Although the teacher-student interaction has improved to some extent,there is still a low level of learning engagement,and students may only passively engage or not engage.With the release of the Gamified Student Response System,students are encouraged to accept and motivate them to use this method for learning,which improves the situation of passive engagement of learners,which significantly increases learning engagement,learning motivation,and learning effects.For example,Kahoot! is a gamified Student Response System.Compared with paper quizzes and traditional simple Student Response System,it can increase student engagement,increase fun,focus,and enhance learning motivation.Therefore,we selected Kahoot! as the Interactive Learning Environment for this study.In order to truly understand and grasp the process of learning in a game-based interactive learning environment,this study organically combines subjective measurement with physiological objective measurement.We allow a large number of learners to learn in an interactive learning environment.We use modern measurement and analysis methods to combine learning time data with eye tracking data and other process data,supplemented by learner's subjective questionnaires to reflect The process of occurrence and change of learning engagement.This article is mainly divided into four parts: literature review,research basis,analysis of influencing factors,empirical research and results discussion.In the literature review section,the contents and methods of related research at home and abroad are mainly sorted out.Through a lot of searching and reading related literature such as Gamification Elements,Student Response System,Learning Engagement,eye tracking,etc.,through selection,intensive reading,skimming and other processes to raise and analyze questions The reasons for this have determined the content and significance of this study.In addition,the existing research results in the literature survey are used to provide support for this research,provide the necessary conditions for the experiment,ensure the scientific and reasonable design and implementation of the experiment,and provide a solution for the problem.In the basic research section,the relevant concepts of this research are sorted and defined,and the related theories and related technologies are introduced,providing theoretical and technical support for the following research.In the analysis of influencing factors,as one of the key points of this article,we have explained in detail how we analyzed and summarized the entire process of gamification element factors and learner factors based on existing research.The two types of factors summarized are as follows Experimental control variables.Empirical research and discussion of results,as the most important part of this article,explore how gamification elements affect learning engagement.First of all,we carried out the overall design of the study,the development of experiments,and the analysis of learning duration,eye movement data,and subjective questionnaires.Then,we discuss how the gamification element affects the learning engagement and the conclusions we have inferred,mainly through the experimental results combined with the questionnaire data,and elaborated the application of the "triangular mutual certification method" in this study.Finally,we summarize the research results,explain the innovations of the research,analyze the problems and deficiencies in the research,and look forward to in-depth empirical research from several different aspects to further promote learning investment,with a view to being researchers in this field And educators to provide some reference and reference.
Keywords/Search Tags:Gamification Elements, Student Response System, Learning Engagement, Eye Tracking, Influencing Factors
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