تأثیر آموزش با استفاده از گیمیفیکیشن بر اشتیاق تحصیلی دانشجویان

نوع مقاله : مقاله پژوهشی

نویسندگان

1 استادیار گروه علوم تربیتی، دانشکده علوم انسانی، دانشگاه اراک، اراک، ایران

2 کارشناس ارشد تکنولوژی آموزشی، دانشکده علوم انسانی، دانشگاه اراک، اراک، ایران

10.22084/j.psychogy.2022.24332.2319

چکیده

هدف: هدف پژوهش حاضر بررسی تأثیر آموزش با استفاده از گیمیفیکیشن بر اشتیاق تحصیلی دانشجویان دوره کارشناسی رشته علو‌م‌تربیتی دانشگاه اراک در سال تحصیلی 97-1396 بود.
روش: روش پژوهش حاضر به‌صورت شبه‌تجربی با استفاده از طرح پیش‌آزمون-پس‌آزمون همراه با گروه گواه بود. جامعه آماری شامل کلیه دانشجویان علوم‌تربیتی دانشگاه اراک به تعداد 170 نفر در سال تحصیلی 97-1396 بود که از میان آن 28 نفر به‌عنوان نمونه به‌صورت در دسترس انتخاب شدند و در دو گروه آزمایش و گواه قرار گرفتند. جهت جمع‌آوری داده‌های موردنیاز پژوهش از پرسشنامه‌ی اشتیاق تحصیلی فردریکز و همکاران (2004) استفاده گردید. همچنین جهت آموزش از گیمیفیکیشن طراحی‌شده‌ی آموزشی فتوشاپ که توسط پژوهشگران طراحی گردیده، استفاده شد. داده‌ها با استفاده از آمار توصیفی شامل میانگین و انحراف معیار و آمار استنباطی شامل کوواریانس تحلیل شدند.
یافتهها: یافته‌های پژوهش نشان داد که آموزش با استفاده از گیمیفیکیشن بر اشتیاق تحصیلی و زیرمقیاس‌های آن (رفتاری، عاطفی و شناختی) تأثیر معنی‌داری نداشت.
نتیجهگیری: بنابر یافته‌های این پژوهش استفاده از این شیوه (آموزش با استفاده از گیمیفیکیشن)، در بالابردن اشتیاق تحصیلی دانشجویان چندان مؤثر واقع نشده است.

کلیدواژه‌ها

موضوعات


عنوان مقاله [English]

The effect training using gamification on students' academic engagement

نویسندگان [English]

  • mohsen Bagheri 1
  • Ali Shahsavan Markadeh 2
1 Assistant Professor, Department of Educational Sciences, Faculty of Humanities, Arak University, Arak, Iran
2 Master of Educational Technology, Faculty of Humanities, Arak University, Arak, Iran
چکیده [English]

Objective: The purpose of the present study was to investigate the effect of training using gamification on students' academic engagement of undergraduate students of Arak University 2017-2018.
Method: The research method was quasi-experimental with pre-test and post-test with control group. The statistical population included all students of educational sciences of Arak University in the academic year 2017-2018, from which 28 subject were selected as Convenience Sampling and were randomly distributed in the control and experimental groups. Friedrichs et al.'s (2004) academic achievement questionnaire was used to collect the required data. Photoshop tutorial designed by researchers was also used for training. Data were analyzed using descriptive statistics including mean and standard deviation and inferential statistics including ANCOVA.
Results: The findings showed that education by using gamification had no significant effect on academic achievement and its subscales (behavioral, emotional and cognitive).
Conclusion: According to the findings of this study using gamification has not been very effective in increasing students' academic engagement.

کلیدواژه‌ها [English]

  • Gamification
  • Academic Engagement
  • Behavioral Engagement
  • Cognitive Engagement
  • Emotional Engagement
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