How has gamification within digital platforms affected self-regulated learning skills during the COVID-19 pandemic? Mixed-methods research
W Alhalafawy, MT Zaki - International Journal of Emerging …, 2022 - learntechlib.org
International Journal of Emerging Technologies in Learning (iJET), 2022•learntechlib.org
Gamification systems on digital platforms are among the essential systems that can motivate
learners towards achieving educational gains and goals. Self-regulated learning skills
(SRLS) have become one of the most important learning requirements in the COVID-19
pandemic context so that the learner can plan and manage their learning tasks. The current
research examines the impact of using Digital Platform Based Gamification (DPBG) on
SRLS during the pandemic. A blended research approach based on a combination of …
learners towards achieving educational gains and goals. Self-regulated learning skills
(SRLS) have become one of the most important learning requirements in the COVID-19
pandemic context so that the learner can plan and manage their learning tasks. The current
research examines the impact of using Digital Platform Based Gamification (DPBG) on
SRLS during the pandemic. A blended research approach based on a combination of …
Abstract
Gamification systems on digital platforms are among the essential systems that can motivate learners towards achieving educational gains and goals. Self-regulated learning skills (SRLS) have become one of the most important learning requirements in the COVID-19 pandemic context so that the learner can plan and manage their learning tasks. The current research examines the impact of using Digital Platform Based Gamification (DPBG) on SRLS during the pandemic. A blended research approach based on a combination of quantitative and qualitative approaches was used to better understand the impact of gamification on digital platforms for SRLS during the pandemic. The descriptive approach was used to analyze the previous literature and develop SRLS. The quasi-experimental approach was used to compare the first experimental group that used the DPBG (G1-DPBG) and the second experimental group that used the same Digital Platform without Gamification (DPWG)(G2-DPWG). The phenomenological approach was used to gain a better understanding of how gamification affects SRLS. The research sample in the quantitative study consisted of 60 students from the tenth-grade students in Jeddah who were randomly distributed to the two research groups. The participants in the qualitative research were eight students who were intentionally selected from students who use gamification. A scale of SRLS was developed that included four themes: Goal Setting and Planning, Monitoring, Rehearsing and Memorizing, and Seeking Social Assistance with a total of 28 items. A qualitative tool was developed that includes a set of open-ended questions for semi-structured interviews that were carried out after completing all quantitative data collection. The quantitative results demonstrated the superiority of gamification via digital platforms in developing SRLS. The outputs of the objective analysis of the qualitative data also provided more in-depth explanations and insights from the students’ perspective on the role of DPBG in enhancing SRLS during the COVID-19 pandemic.
The Learning & Technology Library
以上显示的是最相近的搜索结果。 查看全部搜索结果