The Impact of In-Classroom Non-Digital Game-Based Learning Activities on Students Transitioning to Higher Education

被引:7
|
作者
Balakrishna, Chitra [1 ]
机构
[1] Open Univ, Sch Comouting & Commun, Milton Keynes MK7 6AA, Bucks, England
来源
EDUCATION SCIENCES | 2023年 / 13卷 / 04期
关键词
non-digital; game-based learning activities; classroom engagement; GBL in the classroom; classroom interaction; learner experience; GBL for millennials; GBL for Gen Z; academic self-efficacy; academic integration; transition to higher education; GAMIFICATION; ENGAGEMENT; PERFORMANCE; FLOW; EXPERIENCES; INTEGRATION; SCHOOL;
D O I
10.3390/educsci13040328
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
The initial phase of learning at a university has a bearing on students' long-term academic development and plays a crucial role in enabling them to successfully transition to higher education. While higher education institutes have long been struggling to address the challenge of student retention and student success, the new generation of learners (millennials and Generation Z) entering universities have brought in further complexity. This study explores the impact of in-classroom, non-digital game-based learning techniques on the academic performance, classroom engagement, and peer interaction among the first-year university students studying computing qualification. The study aimed to deduce how the overall enhanced learning experience of these students enables them to integrate into the new learning environment in the university, thereby helping them to successfully transition to higher education. Data for this study were taken from among the first-year computing students across two consecutive years of study (N = 251). The results corroborated the findings from previous studies and highlighted how academic performance, classroom engagement, and peer interaction considerably enhance students' academic integration. The study concludes with a discussion of the limitations and implications for practice and future research.
引用
收藏
页数:23
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