Peer Collaboration and Competition: Comparing the Effectiveness of Gamified and Non-gamified SRS in Collaborative Learning

被引:0
|
作者
Huang, Joan Wan-Ting [1 ]
机构
[1] Natl Chung Hsing Univ, Language Ctr, 145 Xingda Rd, Taichung 40227, Taiwan
来源
ENGLISH TEACHING AND LEARNING | 2024年
关键词
SRS-facilitated instructions; Collaborative reading; Reading comprehension; Gamification; Perceptions of collaborative learning experiences; AUDIENCE RESPONSE SYSTEMS; ACADEMIC-PERFORMANCE; IMPACT; INTERACTIVITY; METAANALYSIS; ENVIRONMENT; STRATEGIES; MOTIVATION; CLICKERS; IRS;
D O I
10.1007/s42321-024-00187-8
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Student response systems (SRSs) have been applied in a wide array of educational contexts to promote engaging learning. In the present study, a quasi-experimental research design was undertaken to compare three learning conditions on EFL learners' learning outcomes measured by two reading comprehension tests and a midterm exam: (1) collaborative reading plus gamified SRS (Kahoot), (2) collaborative reading plus non-gamified SRS (Nearpod) as the two experimental groups, and (3) collaborative reading without SRS mediation as the control group. The study found that both gamified and non-gamified SRS were effective in improving student learning achievement. However, questionnaires on learners' perceptions of overall collaborative learning, experiences, particularly on four dimensions: perceived collaborative learning (PCL), interest and enjoyment (IE), peer interaction (PI), and social relatedness (SR), revealed a non-significant difference among the three classes. The qualitative data indicated this non-existent difference in perceived collaboration could be linked to negative group dynamics, i.e., social loafing and social-emotional stress, commonly experienced in the three classes.
引用
收藏
页数:20
相关论文
共 50 条
  • [41] Comparing the effectiveness of badges and leaderboards on academic performance and motivation of students in fully versus partially gamified online physics classes
    Balci, Sebiha
    Secaur, Jonathan M.
    Morris, Bradley J.
    EDUCATION AND INFORMATION TECHNOLOGIES, 2022, 27 (06) : 8669 - 8704
  • [42] The effectiveness of a gamified, online, beef cattle breeding simulation to increase student engagement, motivation, and learning gains
    Haag, M.
    LeTourneau, J.
    Marra, R.
    Patterson, D.
    Smith, M.
    Lamberson, W.
    JOURNAL OF ANIMAL SCIENCE, 2018, 96 : 499 - 499
  • [43] Comparing the effectiveness of badges and leaderboards on academic performance and motivation of students in fully versus partially gamified online physics classes
    Sebiha Balci
    Jonathan M. Secaur
    Bradley J. Morris
    Education and Information Technologies, 2022, 27 : 8669 - 8704
  • [44] Perceptions of Non-English Major College Students on Learning English Vocabulary with Gamified Apps
    Fu, Yang
    Zhang, Luying
    Zhao, Shuang
    Chen, Yang
    INTERNATIONAL JOURNAL OF EMERGING TECHNOLOGIES IN LEARNING, 2021, 16 (18): : 268 - 276
  • [45] Developing a gamified artificial intelligence educational robot to promote learning effectiveness and behavior in laboratory safety courses for undergraduate students
    Yang, Qi-Fan
    Lian, Li-Wen
    Zhao, Jia-Hua
    INTERNATIONAL JOURNAL OF EDUCATIONAL TECHNOLOGY IN HIGHER EDUCATION, 2023, 20 (01)
  • [46] Developing a gamified artificial intelligence educational robot to promote learning effectiveness and behavior in laboratory safety courses for undergraduate students
    Qi-Fan Yang
    Li-Wen Lian
    Jia-Hua Zhao
    International Journal of Educational Technology in Higher Education, 20
  • [47] How does the Mechanics of Competition and Collaboration Impact on Student's Flow Experience in a Gamified Educational Environment? An Experimental Study in Higher Education (under review)
    Marinho, Alexandre
    Bittencourt, Ig Ibert
    Dermeval, Diego
    Santos, Jario
    Challco, Geiser
    Reis, Marcelo
    TECHNOLOGY KNOWLEDGE AND LEARNING, 2024, : 399 - 424
  • [48] Comparing the effectiveness of peer instruction to individual learning during a chromatography course
    Morice, J.
    Michinov, N.
    Delaval, M.
    Sideridou, A.
    Ferrieres, V.
    JOURNAL OF COMPUTER ASSISTED LEARNING, 2015, 31 (06) : 722 - 733
  • [49] Statistical Response Method and Learning Data Acquisition using Gamified Crowdsourcing for a Non-task-oriented Dialogue Agent
    Inaba, Michimasa
    Iwata, Naoyuki
    Toriumi, Fujio
    Hirayama, Takatsugu
    Enokibori, Yu
    Takahashi, Kenichi
    Mase, Kenji
    AGENTS AND ARTIFICIAL INTELLIGENCE, ICAART 2014, 2015, 8946 : 119 - 136
  • [50] Novel 3D Contextual Interactive Games on a Gamified Virtual Environment Support Cultural Learning Through Collaboration Among Intercultural Students
    Zhang, Bo
    Goodman, Lizbeth
    Gu, Xiaoqing
    SAGE OPEN, 2022, 12 (02):