The Effects of Adaptive Gamification in Science Learning: A Comparison Between Traditional Inquiry-Based Learning and Gender Differences DOI Creative Commons
Alkinoos-Ioannis Zourmpakis, Michail Kalogiannakis, Stamatios Papadakis

et al.

Computers, Journal Year: 2024, Volume and Issue: 13(12), P. 324 - 324

Published: Dec. 4, 2024

Gamification has become a topic of interest for researchers and educators, particularly in science education, the last few years. Students all educational levels have consistently faced challenges when grasping scientific concepts. However, effectiveness gamification, especially terms academic performance, shown mixed results. This led to explore new alternative approach, adaptive gamification. Our study compared effects gamification with traditional inquiry-based learning. Two classes 9-year-old students participated, experimental group using control following more conventional teaching approach lessons experiments. Both groups were tested before after lessons, their results analyzed SPSS. The findings revealed that while both showed significant difference had significantly higher scores than group. Particularly observed regarding learning improvements based on students’ gender, female male demonstrating improvement. In contrast, group, only displayed research contributes relatively field education improvement learning, context gender differences.

Language: Английский

Influence and scope of mobile learning in higher education: A systematic literature review DOI Creative Commons
Devendra Kumar,

Bhagwati Prasad Pande

Advances in Mobile Learning Educational Research, Journal Year: 2023, Volume and Issue: 3(2), P. 873 - 885

Published: Oct. 23, 2023

Due to the soaring progression in portable innovations and mobile technology, popularity of phones has expanded dramatically, which led widespread adoption gadgets by almost every age group, especially youth. The apparent consequence is embracing teaching-learning processes. Researchers have been inclined study potential impact incorporating devices into education system recent years. Many studies conducted explore viability integrating higher system. However, only a few works addressed realm from perspective Indian present work employs Preferred Reporting Items for Systematic Reviews Meta-Analysis (PRISMA) framework endeavours contribute literature exercising systematic review open-access literary carried out standpoint India, Uttarakhand province. essential keywords, inclusion/exclusion criteria, research questions addressing cruxes desired investigation are contemplated designed first. articles then populated leading academic databases, general web resources, government reports. PRISMA guidelines followed filter satisfying adopted criteria. final shortlisted rigorously studied develop insights answer framed questions. observations signalize need frame effective policies address hurdles optimize usage learning education, including Uttarakhand.

Language: Английский

Citations

2

“Interstellar Wanderers:” Digital Support for Teaching Place Value Within the Activity Approach Framework DOI Creative Commons
Elena Vysotskaya, Anastasia Lobanova

Psychology in Russia State of Art, Journal Year: 2023, Volume and Issue: 16(4), P. 21 - 36

Published: Jan. 1, 2023

Background. The majority of mistakes students make while using “well-learned” decimal counting, can be attributed to their miscomprehension the structure and arrangement “positional” numeral system. Digital support may merely serve an illustrative training function, or it provide special environment for locating problem positional counting as a part meaningful actions by students. Following Activity approach, we aimed scaffold students’ own learning actions, in such way reveal origin multi-digit number concept. Thus, used other-base systems reconsider reasoning behind familiar operations most common base-ten Objective. purpose this paper is present approach computer which have designed, based on our analysis activity content related concept, discuss some preliminary results first series. Design. educational design developed within Learning theory defines ways becomes essential. should transparent interface allows perform transformations with objects will react accordingly. additional opportunities concept-mediated orientation procedures also scaffolded digital means. For purposes study, computer-based module “Interstellar wanderers” was designed. Four groups from 2nd 5th grade (8-12 years age, 20 children total) participated experimental lessons (over 30 hours); classroom observations, videotaped discussions, logs individual work simulation were analysis. Results. teaching showed that progress toward acquisition concept through reflective re-thinking well-learned Yet further research needed get quantitative performance. Conclusion. general principles education (Galperin, Davydov, & Talyzina) demand thorough being studied, well appropriate means corresponding contexts tasks. designed activity, are bring promising results.

Language: Английский

Citations

2

Games and Arts as Tools for Developing Generic Skills in Engineering Students DOI Open Access
Sara María Yepes Zuluaga, M Arias

International Journal of Engineering Pedagogy (iJEP), Journal Year: 2024, Volume and Issue: 14(3), P. 36 - 52

Published: April 8, 2024

In today’s educational landscape, the integration of innovative pedagogical approaches is essential for improving student learning. this respect, game-based learning appears to be a strategy that not only actively engages students—who often struggle understand scientific concepts, leading negative emotions and discouragement—but also helps them acquire transferable skills. Particularly in field telecommunications engineering, where practical application knowledge essential, use games offers unique opportunity explore reinforce specific general study, cross-sectional quantitative methodology was implemented using representative sample 64 undergraduate students sixth semester engineering program at public university. general, are primarily intended evoke participants, such as enjoyment, help cultivate “receptive mindset” effectively teach subject. contrast these approaches, game proposed study incorporates humanistic skills artistic tools construct antennas within context. This enabled engage practical, applied experience their focusing on three key aspects: appropriating knowledge, building values, about life, well recognizing others society interacting with environment. The results obtained were compared those conventional teaching tools. showed play imparted but contributed students’ overall development by fostering values personal professional success. underscore significance developing authentically simulate project processes activities. emphasizes importance aligning dynamics real-world challenges situations engineering. simulation-based approach may maximizing impact training future professionals field. comparative fill gap education providing valuable insights. It important comprehend an antenna course willingness style classroom.

Language: Английский

Citations

0

Understanding students’ perceived need satisfaction, enjoyment, and participation intention in a leaderboard-based math practice game DOI
Fei Gao, Kimberly Cervello Rogers, Lan Li

et al.

E-Learning and Digital Media, Journal Year: 2024, Volume and Issue: unknown

Published: April 29, 2024

Though many studies suggest the positive effects of leaderboard on participants’ learning and motivation, research also shows that not all students benefit from use leaderboard. Based self-determination theory (SDT), this study examined how students’ actual competence, perceived autonomy, relatedness affected enjoyment intention for future participation in a leaderboard-based math practice game. The results showed both competence autonomy were closely related to participation, while their or such games. findings offer valuable insights recommendations gamification practice.

Language: Английский

Citations

0

The Effects of Adaptive Gamification in Science Learning: A Comparison Between Traditional Inquiry-Based Learning and Gender Differences DOI Creative Commons
Alkinoos-Ioannis Zourmpakis, Michail Kalogiannakis, Stamatios Papadakis

et al.

Computers, Journal Year: 2024, Volume and Issue: 13(12), P. 324 - 324

Published: Dec. 4, 2024

Gamification has become a topic of interest for researchers and educators, particularly in science education, the last few years. Students all educational levels have consistently faced challenges when grasping scientific concepts. However, effectiveness gamification, especially terms academic performance, shown mixed results. This led to explore new alternative approach, adaptive gamification. Our study compared effects gamification with traditional inquiry-based learning. Two classes 9-year-old students participated, experimental group using control following more conventional teaching approach lessons experiments. Both groups were tested before after lessons, their results analyzed SPSS. The findings revealed that while both showed significant difference had significantly higher scores than group. Particularly observed regarding learning improvements based on students’ gender, female male demonstrating improvement. In contrast, group, only displayed research contributes relatively field education improvement learning, context gender differences.

Language: Английский

Citations

0