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Teachers’ and Students’ Perception of Gamification in Online Tertiary Education Classrooms During the Pandemic
The research aims at investigating the popularity and ease of different gaming-based platforms in relation to multi-disciplines and contexts of English Language learning and teaching, with reference to perceptions, attitudes, motivation, interests, preferences, feelings of ease and other psychologic...
Autores principales: | , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Springer Nature Singapore
2022
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8993673/ https://www.ncbi.nlm.nih.gov/pubmed/35434646 http://dx.doi.org/10.1007/s42979-022-01117-w |
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author | Chan, Sumie Lo, Noble |
author_facet | Chan, Sumie Lo, Noble |
author_sort | Chan, Sumie |
collection | PubMed |
description | The research aims at investigating the popularity and ease of different gaming-based platforms in relation to multi-disciplines and contexts of English Language learning and teaching, with reference to perceptions, attitudes, motivation, interests, preferences, feelings of ease and other psychological responses among university learners and educators towards the application of different gaming tools in physical and virtual classrooms in Hong Kong before and during the pandemic period. The study then examines to what extent is game-based learning effective in motivating students and teachers to learn and teach better, with a close analysis on the direct and indirect correlations between game-based learning and the level of participation and engagement in face-to-face classrooms and remote learning. The research finally explores learners’ and educators’ technological literacy and training received, with reference to the availability of institutional support towards game-based learning in university English classes in Hong Kong. The study implies the possibility in accelerating future course redesign and assessment restructuring as a result of a switch to the new learning and teaching mode. The research also provides a framework to further study the feasibility in applying gamification in other subjects in the new technological era. |
format | Online Article Text |
id | pubmed-8993673 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | Springer Nature Singapore |
record_format | MEDLINE/PubMed |
spelling | pubmed-89936732022-04-11 Teachers’ and Students’ Perception of Gamification in Online Tertiary Education Classrooms During the Pandemic Chan, Sumie Lo, Noble SN Comput Sci Original Research The research aims at investigating the popularity and ease of different gaming-based platforms in relation to multi-disciplines and contexts of English Language learning and teaching, with reference to perceptions, attitudes, motivation, interests, preferences, feelings of ease and other psychological responses among university learners and educators towards the application of different gaming tools in physical and virtual classrooms in Hong Kong before and during the pandemic period. The study then examines to what extent is game-based learning effective in motivating students and teachers to learn and teach better, with a close analysis on the direct and indirect correlations between game-based learning and the level of participation and engagement in face-to-face classrooms and remote learning. The research finally explores learners’ and educators’ technological literacy and training received, with reference to the availability of institutional support towards game-based learning in university English classes in Hong Kong. The study implies the possibility in accelerating future course redesign and assessment restructuring as a result of a switch to the new learning and teaching mode. The research also provides a framework to further study the feasibility in applying gamification in other subjects in the new technological era. Springer Nature Singapore 2022-04-09 2022 /pmc/articles/PMC8993673/ /pubmed/35434646 http://dx.doi.org/10.1007/s42979-022-01117-w Text en © The Author(s), under exclusive licence to Springer Nature Singapore Pte Ltd 2022 This article is made available via the PMC Open Access Subset for unrestricted research re-use and secondary analysis in any form or by any means with acknowledgement of the original source. These permissions are granted for the duration of the World Health Organization (WHO) declaration of COVID-19 as a global pandemic. |
spellingShingle | Original Research Chan, Sumie Lo, Noble Teachers’ and Students’ Perception of Gamification in Online Tertiary Education Classrooms During the Pandemic |
title | Teachers’ and Students’ Perception of Gamification in Online Tertiary Education Classrooms During the Pandemic |
title_full | Teachers’ and Students’ Perception of Gamification in Online Tertiary Education Classrooms During the Pandemic |
title_fullStr | Teachers’ and Students’ Perception of Gamification in Online Tertiary Education Classrooms During the Pandemic |
title_full_unstemmed | Teachers’ and Students’ Perception of Gamification in Online Tertiary Education Classrooms During the Pandemic |
title_short | Teachers’ and Students’ Perception of Gamification in Online Tertiary Education Classrooms During the Pandemic |
title_sort | teachers’ and students’ perception of gamification in online tertiary education classrooms during the pandemic |
topic | Original Research |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8993673/ https://www.ncbi.nlm.nih.gov/pubmed/35434646 http://dx.doi.org/10.1007/s42979-022-01117-w |
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