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the influence of gamification in learning and engagement fast typing skills
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DOR
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20.1001.2.2080297181.1397.2.1.9.9
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نویسنده
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gohari mehrnaz ,mohammadian rashed ,vahedi mahdi
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منبع
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كنفرانس بين المللي پژوهش در نوآوري و فناوري - 1397 - دوره : 2 - دومین کنفرانس بین المللی پژوهش در نوآوری و فناوری - کد همایش: 20802-97181
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چکیده
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in every job that needs to be done there is an element of entertainment. you have to find and snap it! now the job is game. this statement from mary poppins in 1964 perfectly correlates this introduction to the main discussion. recently, there has been a lot of interest in using game elements in non-game programs to increase motivation and engagement which is known as gamification. detering defines gamification as using game elements in non-game environments. the importance of gamification becomes more and more effective when it comes to increase the engagement of learners because it utilizes the elements in the game and it brings with it the effectiveness of learning and encourages the learners' activity. in the present era, expanding the use of computers has made learning basic computer skills one of the basic needs of every one. fast and principle-based typing skills are one of the most learners needs, but because of the need for high-level training and principle, most computer users avoid learning these skills. in this study, we intend to instruct this necessary skills to learners by providing fast typing training in the form of gamification. therefore, the present research answers this question does the use of gamification affect audience engagement in fast typing tutoring and increase their skills?. method: a quasi-experimental method was used to answer the research questionnaire, which included pre-test and post-test from the experimental group and the control group. a quasi-experimental method was used to answer the research question, which included pre-test and post-test from the experimental group and the control group. the population of the study consisted of guidance school students of marivan. we selected 30 students using purposeful sampling. in this study, in addition to the level of engagement and motivation, the speed and accuracy of typing were also studied. spss software was used to analyze the data which were analyzed by kolmogorov-smirnov test and independent t-test. findings: the findings of this study were based on the three components of engagement and motivation, speed and accuracy through post-test, pre-test and final questionnaire. the findings showed that gamification in the three mentioned components had a positive effect on the learners and their satisfaction. conclusion: according to research findings, it is concluded that educational gamification influences audience engagement and accelerates learning and increase the skill of the learners and their motivation, engagement, speed and accuracy. contribution: the educational organization, departments, as well as computer skills training institutes, can use the findings of this article to increase the engagement of the learners, accelerate the learning and enhance the skills of the staff.
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کلیدواژه
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gamification ,fast typing ,engagement ,training
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آدرس
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allameh tabataba'i university, iran, allameh tabataba'i university, iran, allameh tabataba'i university, iran
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پست الکترونیکی
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mehrnaz.gohari@yahoo.com
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The influence of gamification in learning and engagement fast typing skills
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Authors
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Gohari Mehrnaz ,Mohammadian Rashed ,Vahedi Mahdi
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Abstract
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In every job that needs to be done there is an element of entertainment. You have to find and snap it! Now the job is game. This statement from Mary Poppins in 1964 perfectly correlates this introduction to the main discussion. Recently, there has been a lot of interest in using game elements in non-game programs to increase motivation and engagement which is known as gamification. Detering defines gamification as using game elements in non-game environments. The importance of gamification becomes more and more effective when it comes to increase the engagement of learners because it utilizes the elements in the game and it brings with it the effectiveness of learning and encourages the learners' activity. In the present era, expanding the use of computers has made learning basic computer skills one of the basic needs of every one. Fast and principle-based typing skills are one of the most learners needs, but because of the need for high-level training and principle, most computer users avoid learning these skills. In this study, we intend to instruct this necessary skills to learners by providing fast typing training in the form of gamification. Therefore, the present research answers this question Does the use of gamification affect audience engagement in fast typing tutoring and increase their skills?. Method: A quasi-experimental method was used to answer the research questionnaire, which included pre-test and post-test from the experimental group and the control group. A quasi-experimental method was used to answer the research question, which included pre-test and post-test from the experimental group and the control group. The population of the study consisted of guidance school students of Marivan. We selected 30 students using purposeful sampling. In this study, in addition to the level of engagement and motivation, the speed and accuracy of typing were also studied. SPSS software was used to analyze the data which were analyzed by Kolmogorov-Smirnov test and independent t-test. Findings: The findings of this study were based on the three components of engagement and motivation, speed and accuracy through post-test, pre-test and final questionnaire. The findings showed that gamification in the three mentioned components had a positive effect on the learners and their satisfaction. Conclusion: According to research findings, it is concluded that educational gamification influences audience engagement and accelerates learning and increase the skill of the learners And their motivation, engagement, speed and accuracy. Contribution: The educational organization, departments, as well as computer skills training institutes, can use the findings of this article to increase the engagement of the learners, accelerate the learning and enhance the skills of the staff.
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Keywords
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gamification ,fast typing ,engagement ,training
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