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Improving instruction and sexual health literacy with serious games and gamification interventions: an outlook to students’ learning outcomes and gender differences
Interactive Learning Environments ( IF 3.7 ) Pub Date : 2021-02-22 , DOI: 10.1080/10494820.2021.1888754
Hussein Haruna 1, 2 , Zamzami Zainuddin 2 , Kingsley Okoye 1 , Robin R. Mellecker 3 , Xiao Hu 2 , Samuel Kai Wah Chu 2 , Samira Hosseini 1, 4
Affiliation  

ABSTRACT

This study evaluates the effect of game mechanics by employing serious games and gamification for improving learning outcomes. This is done by considering the performances of the students in terms of the test scores. In the quasi-experimental set-up, which consists of 108 students in their intact three classes attended a series of lessons on sexual health course that was delivered using serious games, gamification, and conventional training elements. The test scores were analysed and compared based on the defined methodology of this paper using SPSS statistical tool version 24. This study found that the students learning outcomes improved after the interventions as the results indicated that there was a statistically significant increase in the test scores from pre-test (M = 24.65, SD = 6.38) to post-test (M = 74.96, SD = 15.89), t(107) = 32.48, p < .001 (2-tailed). Also, there were statically significant differences in the mean scores across the three classes of game mechanics in the post-test F(2,105), 71.86, p <.001, of which serious game and gamification outperformed conventional training students. Moreover, the overall results demonstrated that there were no substantial statistical significance differences among boys and girls who participated in the serious game and gamification for all tests (p > .05). Thus, this study suggests that employing a combination of game elements such as leaderboard, points system, competition, badges, levels, and immediate feedback can serve as a recipe for interactive learning, hence, improves learning outcomes.



中文翻译:

通过严肃的游戏和游戏化干预措施提高教学和性健康素养:学生学习成果和性别差异的展望

摘要

本研究通过采用严肃的游戏和游戏化来评估游戏机制对提高学习成果的效果。这是通过根据考试成绩考虑学生的表现来完成的。在准实验环境中,三个班级的 108 名学生参加了一系列性健康课程,这些课程使用严肃的游戏、游戏化和传统培训元素进行授课。根据本文定义的方法,使用 SPSS 统计工具版本 24 对测试成绩进行分析和比较。本研究发现,干预后学生的学习成果有所改善,因为结果表明,从统计学上看,测试成绩有显着的提高。预测试(M  = 24.65,SD = 6.38)到后测试(M  = 74.96,SD = 15.89),t (107) = 32.48,p  < .001(2 尾)。此外,三类游戏机制的后测平均分F (2,105)、71.86、p <.001 存在静态显着差异,其中严肃游戏和游戏化的学生表现优于传统训练的学生。此外,总体结果表明,参加所有测试的严肃游戏和游戏化的男孩和女孩之间没有显着的统计显着性差异(p > .05)。因此,这项研究表明,采用游戏元素的组合,如排行榜、积分系统、竞争、徽章、级别和即时反馈,可以作为交互式学习的秘诀,从而提高学习成果。

更新日期:2021-02-22
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