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Game-Based Versus to Non-Game-Based: The Impact of Student Response Systems on Students’ Achievements, Engagements and Test Anxieties
Informatics in Education Pub Date : 2018-04-14 , DOI: 10.15388/infedu.2018.07
Zeynep TURAN , Elif MERAL

The use of different tools in the field of education has become widespread with the developments in technology. Online student response systems are one of these tools. Online student response systems have been used for many years. In the last couple of years, game items have been added, and game-based online student response systems have started to be used. In this context, this study aims to find out the effects of online student response systems both with and without being based on games on the achievements, engagements, and test anxiety levels of students. The study group consists of 46 seventh grade students (Control, 23; Experimental, 23). This study was conducted by using a quasi-experimental design with pre-test and post-test groups. The topics in the “living democracy” chapter of social studies course were taught for four weeks by using the online student response system named Socrative for the control group and the online game-based student response system called Kahoot for the experimental group. The results of the study showed that game-based student response systems increase the achievement and engagement and decrease the test anxiety level when compared to non-game-based student response systems. In this direction, it may be suggested to use online game-based student response systems on different topics of social studies courses.

中文翻译:

基于游戏的对基于非游戏的:学生反应系统对学生成绩,参与度和考试焦虑的影响

随着技术的发展,在教育领域中使用各种工具已变得广泛。在线学生响应系统是这些工具之一。在线学生响应系统已经使用了很多年。在最近几年中,添加了游戏项目,并且已经开始使用基于游戏的在线学生响应系统。在这种情况下,本研究旨在找出基于和不基于游戏对学生的成就,参与度和测试焦虑水平的在线学生回答系统的影响。该研究小组由46位七年级学生组成(对照组,23;实验组,23)。这项研究是通过对准测试组和准测试组进行准实验设计而进行的。通过使用名为Socrative的在线学生响应系统(对照组)和基于在线游戏的基于学生的反应系统Kahoot(实验组),对社会研究课程“生活民主”一章的主题进行了为期四个星期的教学。研究结果表明,与非基于游戏的学生响应系统相比,基于游戏的学生响应系统提高了成就感和参与度,并降低了考试焦虑水平。在这个方向上,建议对社会研究课程的不同主题使用基于在线游戏的学生回答系统。研究结果表明,与非基于游戏的学生响应系统相比,基于游戏的学生响应系统提高了成就感和参与度,并降低了考试焦虑水平。在这个方向上,建议对社会研究课程的不同主题使用基于在线游戏的学生回答系统。研究结果表明,与非基于游戏的学生响应系统相比,基于游戏的学生响应系统提高了成就感和参与度,并降低了考试焦虑水平。在这个方向上,建议对社会研究课程的不同主题使用基于在线游戏的学生回答系统。
更新日期:2018-04-14
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