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Gamifying the foreign language classroom for brain‐friendly learning
Foreign Language Annals  ( IF 2.976 ) Pub Date : 2020-11-18 , DOI: 10.1111/flan.12490
Daniel Rueckert 1 , Karina Pico 2 , Daesang Kim 3 , Ximena Calero Sánchez 4
Affiliation  

New instructional models for learning are emerging as alternatives to traditional education. Gamified instruction is touted as a motivational alternative for learning that increases learner autonomy, but research is lacking into its educational merit beyond those claims. This study measured the extent to which a gamified English as a foreign language classroom adhered to 21 principles of good education proposed by Mind, Brain, and Education (MBE) researchers in comparison to a traditional classroom. It also explored the claim that gamification promotes greater learner autonomy. Two sections of a college English class in Ecuador were used in this study. One was gamified and the other used a traditional education model. Both groups completed a 22 Likert Scale item questionnaire which correlated questions with each MBE principle and one question about perceived autonomy. The teacher and the students also provided comments about the experience. The data showed that the gamified group had higher rankings of perceived adherence to all of the 21 principles and a statement about autonomy with 14 of them being significantly higher. The qualitative data also supported the greater perceived adherence to MBE principles and an increase in perceived autonomy amongst students from the gamified group. It was concluded that gamified instruction did provide a learning environment that adhered more closely to proposals made by MBE researchers for good education and did create an atmosphere where students felt greater control of their learning.

中文翻译:

游戏化外语教室,促进大脑学习

新的学习教学模式正在逐渐取代传统教育。游戏化的教学被认为是学习的一种动机选择,可以增加学习者的自主性,但是除了那些主张之外,还缺乏对其教育价值的研究。这项研究测量了与传统教室相比,游戏化英语作为外语教室在多大程度上遵守了思维,大脑和教育(MBE)研究人员提出的21项良好教育原则。它还探讨了游戏化促进更大的学习者自主性的说法。这项研究使用了厄瓜多尔大学英语课程的两个部分。一个游戏化,另一个使用传统的教育模式。两组均完成了一项22项李克特量表项目问卷,该问卷将问题与每个MBE原则相关,并将一个问题与感知的自主性相关。老师和学生还提供了有关体验的评论。数据显示,游戏化组在所有21条原则上的遵守感都有较高的排名,并且关于自治的声明中有14条明显更高。定性数据还支持在游戏化群体的学生中更大程度地遵循MBE原则,并提高了他们的自主感。结论是,游戏化指导确实提供了一个学习环境,该环境更紧密地遵循了MBE研究人员提出的有关良好教育的建议,并且确实营造了一种让学生感到对自己的学习有更大控制权的氛围。老师和学生还提供了有关体验的评论。数据显示,游戏化组在所有21条原则上的遵守感都有较高的排名,并且关于自治的声明中有14条明显更高。定性数据还支持在游戏化群体的学生中更大程度地遵循MBE原则,并提高了他们的自主感。结论是,游戏化指导确实提供了一个学习环境,该环境更紧密地遵循了MBE研究人员提出的有关良好教育的建议,并且确实营造了一种让学生感到对自己的学习有更大控制权的氛围。老师和学生还提供了有关体验的评论。数据显示,游戏化组在所有21条原则上的遵守感都有较高的排名,并且关于自治的声明中有14条明显更高。定性数据还支持在游戏化群体的学生中更大程度地遵循MBE原则,并提高了他们的自主感。结论是,游戏化指导确实提供了一个学习环境,该环境更紧密地遵循了MBE研究人员提出的有关良好教育的建议,并且确实营造了一种让学生感到对自己的学习有更大控制权的氛围。数据显示,游戏化组在所有21条原则上的遵守感都有较高的排名,并且关于自治的声明中有14条明显更高。定性数据还支持在游戏化群体的学生中更大程度地遵循MBE原则,并提高了他们的自主感。结论是,游戏化指导确实提供了一个学习环境,该环境更紧密地遵循了MBE研究人员提出的有关良好教育的建议,并且确实营造了一种让学生感到对自己的学习有更大控制权的氛围。数据显示,游戏化组在所有21条原则上的遵守感都有较高的排名,并且关于自治的声明中有14条明显更高。定性数据还支持在游戏化群体的学生中更大程度地遵循MBE原则,并提高了他们的自主感。结论是,游戏化指导确实提供了一个学习环境,该环境更紧密地遵循了MBE研究人员提出的有关良好教育的建议,并且确实营造了一种让学生感到对自己的学习有更大控制权的氛围。
更新日期:2020-11-18
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