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Full-Text Articles in Education
Exploring College Student Experiences In A Kinesiology Course Using A Gamified Grading System, Rachel E. Williams, Jedediah E. Blanton, Christopher D. Kilgore, Matthew Jones
Exploring College Student Experiences In A Kinesiology Course Using A Gamified Grading System, Rachel E. Williams, Jedediah E. Blanton, Christopher D. Kilgore, Matthew Jones
Educational Practices in Kinesiology
Past findings indicate mixed results on the effectiveness of gamification in college courses. The use of a gamified version of specifications-based grading (e.g., gamified grading) is not yet well understood. The purpose of this two-part study was to understand students’ perceptions of intrinsic motivation and engagement in a kinesiology course using gamified grading, facilitated by a gamified grading platform called GradeCraft©. We used qualitative inquiry to capture a robust description of the student experience across a semester, identifying themes describing the course management (e.g., comparison with traditional course, individual approach), and the psychological experience (e.g., autonomy, stress). The following semester, …
The Effect Of Using Flipped Classrooms Based On Gamification In Developing Self-Regulated Learning Skills And Educational Resilience Among Third-Intermediate Students In English Language, Ali H. Najmi Phd
International Journal for Research in Education
This research examined the effect of flipped classrooms based on gamification on developing self-regulated learning skills and educational resilience among students of intermediate schools in English language. The research sample included (90) students in the third intermediate grade who were selected from three schools in Jeddah, and they were distributed into three groups, with (30) students in each group. A quasi-experimental design was used to study the effect of using flipped classrooms based on gamification on self-regulated learning skills and educational resilience. The researcher developed a measure for self-regulated learning skills that included (28) phrases distributed over (4) axes, namely: …
Understanding Motivational Differences Through The Lens Of Gamification User Types, Heather J. S. Birch
Understanding Motivational Differences Through The Lens Of Gamification User Types, Heather J. S. Birch
International Christian Community of Teacher Educators Journal
In the context of an educational technology course, teacher candidates completed Marczewski’s User Types Hexad Test, a questionnaire based on a typology for classifying both intrinsic and extrinsic motivational tendencies. The test results showed teacher candidates' motivational tendencies, through indicating their resonance with six different User Types, including Socializers, Free Spirits, Achievers, Philanthropists, Players, and Disruptors. Knowing their User Type allowed teacher candidates to reflect on their own personal motivations to use various types of digital tools, as well as to consider how their peers and their students with different user profiles may be motivated differently than themselves. The …
The Effect Of Using The Gamification Strategy On Academic Achievement And Motivation Towards Learning Problem-Solving Skills In Computer And Information Technology Course Among Tenth Grade Female Students, Mazyunah Almutairi, Prof. Ahmad Almassaad
The Effect Of Using The Gamification Strategy On Academic Achievement And Motivation Towards Learning Problem-Solving Skills In Computer And Information Technology Course Among Tenth Grade Female Students, Mazyunah Almutairi, Prof. Ahmad Almassaad
International Journal for Research in Education
Abstract
This study aimed to identify the effect of using the gamification strategy on academic achievement and motivation towards learning problem-solving skills in computer and information technology course. A quasi-experimental method was adopted. The study population included tenth-grade female students in Al-Badi’ah schools in Riyadh. The sample consisted of 54 students divided into two equal groups: control group and experimental group. The study tools comprised an achievement test and the motivation scale. The results showed that there were statistically significant differences between the two groups in the academic achievement test in favor of the experimental group, with a large effect …
Gamification On Chatbot-Based Learning Media: A Review And Challenges, Indra Hidayatulloh, Sigit Pambudi, Herman Dwi Surjono, Totok Sukardiyono
Gamification On Chatbot-Based Learning Media: A Review And Challenges, Indra Hidayatulloh, Sigit Pambudi, Herman Dwi Surjono, Totok Sukardiyono
Elinvo (Electronics, Informatics, and Vocational Education)
The mobile learning sector has exploded, implying that the e-Learning trend is shifting to mobile platforms. As a result, chatbots have become increasingly popular alternatives for online learning and examinations on mobile platforms. However, it did not provide enough motivation for the student. On the other hand, gamification in a typical e-Learning platform is a widely used technique for increasing students' learning motivation. Therefore, combining gamification with chatbot-based learning and examinations possibly offer benefits, including increase student learning motivation. This study explored the possibilities and future challenges of the development of gamification within chatbot-based learning media. We discussed four aspects: …
Grand Challenge No. 3: Digital Archaeology Technology-Enabled Learning In Archaeology, Meaghan M. Peuramaki-Brown, Shawn G. Morton, Oula Seitsonen, Chris Sims, Dave Blaine
Grand Challenge No. 3: Digital Archaeology Technology-Enabled Learning In Archaeology, Meaghan M. Peuramaki-Brown, Shawn G. Morton, Oula Seitsonen, Chris Sims, Dave Blaine
Journal of Archaeology and Education
Archaeology is traditionally a hands-on, in-person discipline when it comes to formal and informal instruction; however, more and more we are seeing the application of blended and online instruction and outreach implemented within our discipline. To this point, much of the movement in this direction has been related to a greater administrative emphasis on filling university classrooms, as well as the increasing importance of public outreach and engagement when it comes to presenting our research. More recently, we have all had to adjust our activities and interactions in reaction to physical distancing requirements during a pandemic. Whether in a physical …
Digital Tools In The Classroom: Measuring The Effectiveness, Jeff Carpenter
Digital Tools In The Classroom: Measuring The Effectiveness, Jeff Carpenter
Current Issues in Emerging eLearning
The purpose of the study is to determine if, compared to traditional practice, digital practice increases student measuring accuracy on an authentic task. Therefore the study explores the relative efficacy of digital versus traditional practice for increasing student measurement skills in applied situations. Research tells us that students’ poor performance with measuring skills is directly related to lack of practice. To increase the ability to accurately use a ruler, Junior High, Intermediate and Middle Schools students require more time on task than they typically spend practicing this skill. Since more time is hard to come by in the classroom, educators …