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作 者:王瑾[1] 胡玥 范文翔 WANG Jin;HU Yue;FAN Wen-Xiang(School of Jinghengyi Education,Hangzhou Normal University,Hangzhou,Zhejiang,China 311121;Chinese Education Modernization Research Institute of Hangzhou Normal University,Hangzhou,Zhejiang,China 311121)
机构地区:[1]杭州师范大学经亨颐教育学院,浙江杭州311121 [2]杭州师范大学中国教育现代化研究院,浙江杭州311121
出 处:《现代教育技术》2024年第12期76-85,共10页Modern Educational Technology
基 金:国家自然科学基金青年项目“在线协作学习中的共享调节机制与干预策略研究”(项目编号:72304083);杭州市哲学社会科学规划课题“基于计算思维提升的编程教育策略研究”(项目编号:M23JC074)的阶段性研究成果。
摘 要:游戏化学习反馈系统虽然广泛应用于教学,但其对学生成绩和情感态度的影响仍无定论。为此,文章以Kahoot!为游戏化学习反馈系统的代表,对发表于2013年3月~2024年2月国内外的37篇Kahoot!相关实验和准实验研究进行元分析,发现:从总体效果上看,应用Kahoot!教学能显著提升学习成绩(g=0.664)和改善情感态度(g=0.405);从调节效果上看,Kahoot!对学习成绩的促进作用主要受学科和干预时长的影响,对情感态度的改善作用主要受知识类型的影响。基于上述结论,建议教师在不同学段的课堂中结合学科、知识类型、干预时长等因素,积极、灵活地应用游戏化学习反馈系统。Game-based student response system has been widely used in teaching,however its effects on students’achievement and emotional attitudes remain to be identified.Therefore,this paper took Kahoot!as a representative of the game-based student response systems and then conducted a meta-analysis of 37 domestic and foreign experimental and quasi-experimental studies on Kahoot!published between March 2013 and February 2024.The results show that the application of Kahoot!in teaching could significantly enhance students’achievement(g=0.664)and improve emotional attitude(g=0.405)from the perspective of overall effect.While its impact on achievement was mainly influenced by subject and duration and its effect on emotional attitudes was dominantly affected by knowledge types from the moderating perspective.Based on the above conclusions,it was suggested that the game-based student response system should be actively and flexibly applied in the classroom with different classes by teachers combined with the factors such as subject,knowledge types,and intervention duration.
关 键 词:游戏化学习反馈系统 Kahoot! 学习成绩 情感态度 元分析
分 类 号:G40-057[文化科学—教育学原理]
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