游戏作为家庭作业,以促进学生参与异步在线课程的参与
Nazlee Sharmin1, Malav Shah2, Ava K Chow3
1Associate teaching professor, Mike Petryk School of Dentistry, Faculty of Medicine & Dentistry, College of Health Sciences, University of Alberta, Edmonton, AB, Canada.
概括
基于游戏的家庭作业任务显著提高了学生的参与度和在线牙卫生课程的考试成绩. 这种使用Gimkit的创新方法显示了增强在线学习体验的前景.
科学领域:
- 在线教育在线教育.
- 牙卫生教育 牙卫生教育
- 教育技术的教育技术
背景情况:
- 异步在线课程提供灵活性,但往往在学生参与度方面扎.
- 需要创新的教学策略来增强在线学习环境.
- 基于游戏的学习为增加学生参与提供了一个潜在的解决方案.
研究的目的:
- 描述学生与基于游戏的家庭作业作业的参与.
- 评估基于游戏的家庭作业对在线牙卫生课程中学生表现的影响.
- 探索Gimkit作为在线教育中的参与工具的有效性.
主要方法:
- 一项研究是在加拿大一所大学在线牙卫生课程中进行的.
- 基于游戏的家庭作业任务是使用Gimkit平台实现的.
- 分析了来自学习管理系统的学生参与数据和总结性考试的绩效数据.
主要成果:
- 学生对游戏作业的参与度很高,特别是在总结考试前一周.
- 使用基于游戏的作业的学生在作业所涵盖的考试问题上表现明显更好.
- 该干预措施对所研究的队列的学习成果产生了积极影响.
结论:
- 基于游戏的家庭作业,利用像Gimkit这样的工具,可以显著提高在线课程中的学生参与度和学习体验.
- 结果表明,基于游戏的学习是解决在线和混合教育环境中的参与挑战的有价值策略.
- 需要对更大的队列进行进一步的研究来证实这些积极的结果.
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