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Gamification in education: a mixed-methods study of gender on computer science students’ academic performance and identity development
Journal of Computing in Higher Education ( IF 4.045 ) Pub Date : 2021-03-19 , DOI: 10.1007/s12528-021-09271-5
Leila Zahedi , Jasmine Batten , Monique Ross , Geoff Potvin , Stephanie Damas , Peter Clarke , Debra Davis

Underrepresentation of women in computer science (CS) increasingly demands the necessity to find and enhance current learning engagement approaches to bring more women into computing fields. Some researchers have been exploring the influence of gamification on female students as one of these possible learning engagement strategies. Gamification refers to the introduction of video game elements into non-game activities to enhance engagement and motivation. Previous studies have reported mixed results of the impact of gamification on women. In this study, we introduce SEP-CyLE (Software Engineering and Programming Cyberlearning Environment), an online gamified tool that was designed to provide supplemental computing content to students. This paper presents a convergent mixed-methods study guided by social identity theory and self-efficacy to understand women's experiences with this gamified tool. More specifically, this study explores virtual points' and leaderboards' effects on CS identity development, self-efficacy, and performance. The results show that virtual points and the leaderboard contributed to improved performance for students of all genders, suggesting that gamification is a gender-neutral learning engagement strategy that improves female students' performance as much as male students. Regardless of improved performance, most women did not actively enjoy or were motivated by the virtual points or leaderboard in SEP-CyLE. Additionally, gamification had no significant impact on CS identity development or self-efficacy constructs and had little to no impact on women's interest and engagement in the field of computing.



中文翻译:

教育中的游戏化:计算机科学专业学生的学习成绩和身份发展中的性别混合方法研究

妇女在计算机科学(CS)中的代表性不足越来越需要找到并增强当前的学习参与方法,以将更多的妇女带入计算领域。一些研究人员一直在探索游戏化对女学生的影响,将其作为可能的学习参与策略之一。游戏化是指将视频游戏元素引入非游戏活动中,以增强参与度和动力。先前的研究报道了游戏化对妇女的影响的好坏参半。在这项研究中,我们介绍了SEP-CyLE(软件工程和编程网络学习环境),这是一种在线游戏工具,旨在为学生提供补充计算内容。本文提出了一种融合的混合方法研究,该研究以社会认同理论和自我效能为指导,以了解女性使用这种游戏化工具的经历。更具体地说,本研究探讨了虚拟积分和排行榜对CS身份发展,自我效能和绩效的影响。结果表明,虚拟积分和排行榜有助于提高所有性别学生的学习成绩,这表明游戏化是一种不分性别的学习参与策略,可以提高女学生的表现,而男学生则可以提高。尽管性能有所提高,但大多数女性并没有积极享受SEP-CyLE中的虚拟积分或排行榜,也没有受到其激励。此外,

更新日期:2021-03-19
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