Gamification στην ηλεκτρονική μάθηση: σχεδιασμός παιχνιδοποιημένου συστήματος για την υποστήριξη των κινήτρων των εκπαιδευομένων κατά την εκμάθηση των αγγλικών ως δεύτερης γλώσσας
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Keywords
Παιχνιδοποίηση ; Εκμάθηση αγγλικής γλώσσας ; MoodleAbstract
This master thesis is attempted to investigate to what extent the practice of Gamification has a positive influence on the motivation of the trainees. The aim of the present research is to design and implement an e-learning scenario incorporating game components, game mechanisms and game dynamics based on the components of the Keller's ARCS motivation model in order to reinforce the learner's internal motivation. The content of the educational electronic scenario concerns the learning English for adult learners and it is implemented through the Learning Management System (LMS), Moodle.
For the needs of the research, we customize the e-learning environment and we develop the appropriate educational material in which there were incorporated motivational strategies as they are defined by the components of the theoretical motivation model ARCS as well as game components, game mechanisms and game dynamics for five basic modules of the learning object.
The research that was conducted in this study investigated the existence of an actual statistically important effect of the design and construction of the electronic educational environment and material by the integration of gamification on motivation of students, and in particular on the dependent variables Attention, Relevance, Confidence and Satisfaction, which are the components of Keller's ARCS motivation model.
Our research plan was based on quantitative statistical analysis of our received data in conjunction with the components of this thesis. The sample of the survey consisted of 18 adult learners who initially
responded to a needs analysis questionnaire to investigate their attitudes towards English and e-learning lessons as well as their past experiences. This was followed by the first phase of the research that was conducted by using the Keller's IMMS (Instructional Materials Motivation Survey, 1993) The statistical criterion that was used is the t-test one sample. The results of the survey showed that the design of the e-learning environment and material had a statistically significant impact on the learner's motivation.
Also, the electronic lesson that incorporates game components, game mechanisms, and game dynamics as well as strategies based on the components of the ARCS motivation model was evaluated by learners online through the COLLES research questionnaire provided by the Moodle platform. The measurement of environmental effectiveness showed that learners were satisfied with the e-learning course that was designed and implemented on the Moodle platform.
In the next phase, the eLearning environment and material that was designed for this research was given for evaluation in respect of the variables of Motivation, Attention, Relevance, Confidence and Satisfaction to two groups of educators in order to be investigated whether they believe that the incorporation of game components, game mechanisms and game dynamics in an e-learning environment reinforce the motivation of learners. This phase of the research was carried out using the MTC research tool (Keller, 2000b). The results showed that educators positively evaluate the integration of game components, game mechanisms and game dynamics in enhancing the motivation of learners.
The importance of this research lies in the fact that it gamifies both the structure and the content of the course (Structural & Content Gamification), aiming at enhancing the internal motivation of learners and based on the components of the Keller's ARCS Model Motivation. Emphasis is therefore placed on the design of an online educational gamified environment by combining learning incentive strategies with the use of modern technologies that enhance the motivation of learners and lead to the achievement of learning goals.