Gamified learning is an instructional strategy that motivates students to learn, and the use of multiple representations assists learning by promoting students' thinking and advanced mathematical problem-solving skills. In particular, emergency distance learning caused by the COVID-19 pandemic may result in a lack of motivation and effectiveness in learning. This study designed an online gamified learning activity incorporating multi-representational scaffolding and compared the differences in the learning achievement and motivation for the gamified activity and general synchronous distance learning. In addition, for the group that conducted the gamified learning activity, we measured the participants' flow, anxiety, and emotion during the activity. A total of 36 high school students participated in the experiment. The results indicated that the gamified learning activity was not significantly effective in terms of enhancing learning achievement. In terms of learning motivation, a significant decrease in motivation was found for the group using general synchronous learning, while a significant increase in motivation was found for the group using synchronous gamified learning. This indicates that despite the negative impact of the pandemic on learning, gamified learning still enhances students' learning motivation. The results of flow, anxiety, and emotion showed that the participants had a positive and engaged experience. Participants provided feedback that the multi-representational scaffolding facilitates learning.
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http://dx.doi.org/10.1007/s10639-023-11708-6 | DOI Listing |
Alzheimers Dement
December 2024
Penn Alzheimer's Disease Research Center, University of Pennsylvania, Philadelphia, PA, USA.
Background: Mobile, valid and engaging cognitive assessments are essential for detecting and tracking change in research participants and patients at risk for Alzheimer's Disease and Related Dementias (ADRDs). This pilot study aims to determine the feasibility and generalizability of an at-home, app-based cognitive assessment, the mobile cognitive app performance platform (mCAPP), to detect cognitive changes associated with aging and preclinical AD.
Method: mCAPP includes three gamified tasks (Figure 1): (1) a "concentration" memory task that includes learning and matching hidden card pairs with increasing memory load, pattern separation features (lure vs.
The integration of gamification into educational institutions has recently attracted considerable interest, owing to the digital era and emerging learning contexts. This study examined how immersion, an essential feature of games, affects various dimensions of education, including satisfaction of basic psychological needs (BPNS), academic engagement, perceived learning effectiveness, and perceived academic performance. Based on Self-determination Theory and the Theory of Gamified Learning, this study investigated how immersion influences autonomy, competence, and relatedness among learners, which could directly affect their engagement and outcomes.
View Article and Find Full Text PDFJMIR Serious Games
December 2024
Department of Nursing, Mianyang Central Hospital, Affiliated with the School of Medicine, University of Electronic Science and Technology of China, No.12 Changjia Alley, Jingzhong Street, Fucheng District, Mianyang, 621000, China, 86 13778440262.
Background: With climate change, the number of natural disasters is increasing globally, and the resulting weather-related events lead to increased loss of life and property. Meanwhile, the significance of disaster education is becoming increasingly important. Despite natural disasters being hard to predict, people's responses to such events can be improved by education and training.
View Article and Find Full Text PDFExerc Sport Sci Rev
December 2024
Department of Informatics, Indiana University, Bloomington, IN.
Physical inactivity and sedentarism among autistic adults are a growing public health concern. Focusing on the integration of behavior change theories and emphasizing the unique preference for visuospatial learning and gaming technology, we hypothesize that gamified mobile health (mHealth) applications can be effective at increasing free-living physical activity and reducing sedentary behavior in autistic adults.
View Article and Find Full Text PDFPeerJ Comput Sci
November 2024
School of Systems and Technology, University of Management and Technology, Lahore, Pakistan.
Programming courses in computer science play a crucial role as they often serve as students' initial exposure to computer programming. Many university students find introductory courses overwhelming due to the vast amount of information they need to grasp. The traditional teacher-lecturer model used in university lecture halls frequently leads to low motivation and student participation.
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