語系:
繁體中文
English
說明(常見問題)
回圖書館首頁
手機版館藏查詢
登入
回首頁
切換:
標籤
|
MARC模式
|
ISBD
Gamification, an Instructional Strat...
~
White, Naomi.
FindBook
Google Book
Amazon
博客來
Gamification, an Instructional Strategy to Course Design and Impact on Learning Outcomes.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Gamification, an Instructional Strategy to Course Design and Impact on Learning Outcomes./
作者:
White, Naomi.
出版者:
Ann Arbor : ProQuest Dissertations & Theses, : 2020,
面頁冊數:
142 p.
附註:
Source: Dissertations Abstracts International, Volume: 82-03, Section: B.
Contained By:
Dissertations Abstracts International82-03B.
標題:
Instructional design. -
電子資源:
https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=28092029
ISBN:
9798664789331
Gamification, an Instructional Strategy to Course Design and Impact on Learning Outcomes.
White, Naomi.
Gamification, an Instructional Strategy to Course Design and Impact on Learning Outcomes.
- Ann Arbor : ProQuest Dissertations & Theses, 2020 - 142 p.
Source: Dissertations Abstracts International, Volume: 82-03, Section: B.
Thesis (Ph.D.)--Capella University, 2020.
This item must not be sold to any third party vendors.
A critical need surfaced for higher education institutions to identify pioneering teaching methods to effectively prepare students for their future. Gamification, as a potential innovative instructional strategy, introduced the role of play to learning to target those cognitive resources required to promote optimal learning. Higher education lacked the empirical evidence to determine the effectiveness of gamification as an emerging, innovative instructional strategy, specifically gamification's influence on learner's cognition. The influence of gamification on learners' perception of mental effort and task difficulty when completing learning tasks and the influence of gamification on outcome achievement was not known in the literature.The study asked three questions: (a)To what degree do gamified elements in an online orientation course impact on first-year's student's perception of task difficulty? (b)To what degree do gamified elements in an online orientation course impact on first-year's student's perception of mental effort? and (c) To what degree do gamified elements impact posttest scores of first-year students? This study was a quasi-experimental, two group, pre-post design, with an experimental and control group completing a measurement instrument prior to the start of the course, during checkpoints, and upon completion of the course to determine any changes in students' perceptions. Checkpoints occurred upon completion of each of the three topics that comprise the online course (safety and transportation, student conduct, and sexual respect). The completion of tasks associated with a topic triggered the opening of a data collection instrument. A convenience sampling was used in the study. The population of incoming, first-year post-secondary education students in a four-year public university registered to attend a mandatory orientation course. A t test was selected to determine if there was evidence of a significant difference between population means. A two-tailed t test was run to identify the differences between two independent means to determine the sample size. Analyses conducted under the topics of student conduct and sexual respect revealed statistical significance, rejecting the null hypothesis that gamified elements influenced students' perception of mental effort; however, the opposite was discovered with perception of task difficulty. All three topics revealed no statistical difference; however, the practical significance revealed in two topics (student conduct and sexual respect), the gamified group scored higher than the non-gamified group. The data suggested a closer look at mental effort and task difficulty revealed the influence of gamification based on the topic area.
ISBN: 9798664789331Subjects--Topical Terms:
3172279
Instructional design.
Subjects--Index Terms:
Cognitive load theory
Gamification, an Instructional Strategy to Course Design and Impact on Learning Outcomes.
LDR
:03963nmm a2200385 4500
001
2277643
005
20210521102456.5
008
220723s2020 ||||||||||||||||| ||eng d
020
$a
9798664789331
035
$a
(MiAaPQ)AAI28092029
035
$a
AAI28092029
040
$a
MiAaPQ
$c
MiAaPQ
100
1
$a
White, Naomi.
$3
3555960
245
1 0
$a
Gamification, an Instructional Strategy to Course Design and Impact on Learning Outcomes.
260
1
$a
Ann Arbor :
$b
ProQuest Dissertations & Theses,
$c
2020
300
$a
142 p.
500
$a
Source: Dissertations Abstracts International, Volume: 82-03, Section: B.
500
$a
Advisor: Lewis, Barbara.
502
$a
Thesis (Ph.D.)--Capella University, 2020.
506
$a
This item must not be sold to any third party vendors.
520
$a
A critical need surfaced for higher education institutions to identify pioneering teaching methods to effectively prepare students for their future. Gamification, as a potential innovative instructional strategy, introduced the role of play to learning to target those cognitive resources required to promote optimal learning. Higher education lacked the empirical evidence to determine the effectiveness of gamification as an emerging, innovative instructional strategy, specifically gamification's influence on learner's cognition. The influence of gamification on learners' perception of mental effort and task difficulty when completing learning tasks and the influence of gamification on outcome achievement was not known in the literature.The study asked three questions: (a)To what degree do gamified elements in an online orientation course impact on first-year's student's perception of task difficulty? (b)To what degree do gamified elements in an online orientation course impact on first-year's student's perception of mental effort? and (c) To what degree do gamified elements impact posttest scores of first-year students? This study was a quasi-experimental, two group, pre-post design, with an experimental and control group completing a measurement instrument prior to the start of the course, during checkpoints, and upon completion of the course to determine any changes in students' perceptions. Checkpoints occurred upon completion of each of the three topics that comprise the online course (safety and transportation, student conduct, and sexual respect). The completion of tasks associated with a topic triggered the opening of a data collection instrument. A convenience sampling was used in the study. The population of incoming, first-year post-secondary education students in a four-year public university registered to attend a mandatory orientation course. A t test was selected to determine if there was evidence of a significant difference between population means. A two-tailed t test was run to identify the differences between two independent means to determine the sample size. Analyses conducted under the topics of student conduct and sexual respect revealed statistical significance, rejecting the null hypothesis that gamified elements influenced students' perception of mental effort; however, the opposite was discovered with perception of task difficulty. All three topics revealed no statistical difference; however, the practical significance revealed in two topics (student conduct and sexual respect), the gamified group scored higher than the non-gamified group. The data suggested a closer look at mental effort and task difficulty revealed the influence of gamification based on the topic area.
590
$a
School code: 1351.
650
4
$a
Instructional design.
$3
3172279
650
4
$a
Higher education.
$3
641065
650
4
$a
Information technology.
$3
532993
653
$a
Cognitive load theory
653
$a
Curriculum development
653
$a
Gamification
653
$a
Higher education
653
$a
Instructional design
653
$a
Online learning
690
$a
0447
690
$a
0745
690
$a
0489
710
2
$a
Capella University.
$b
School of Education.
$3
1018430
773
0
$t
Dissertations Abstracts International
$g
82-03B.
790
$a
1351
791
$a
Ph.D.
792
$a
2020
793
$a
English
856
4 0
$u
https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=28092029
筆 0 讀者評論
館藏地:
全部
電子資源
出版年:
卷號:
館藏
1 筆 • 頁數 1 •
1
條碼號
典藏地名稱
館藏流通類別
資料類型
索書號
使用類型
借閱狀態
預約狀態
備註欄
附件
W9429377
電子資源
11.線上閱覽_V
電子書
EB
一般使用(Normal)
在架
0
1 筆 • 頁數 1 •
1
多媒體
評論
新增評論
分享你的心得
Export
取書館
處理中
...
變更密碼
登入