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A Study of Learners' Behavior, Cognition, and Attitudes in Cooperative Learning Using Gamification.
A Study of Learners' Behavior, Cognition, and Attitudes in Cooperative Learning Using Gamification.

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자료유형  
 학위논문
Control Number  
0017163048
International Standard Book Number  
9798383623930
Dewey Decimal Classification Number  
371
Main Entry-Personal Name  
Slamet, Taufik Ikhsan.
Publication, Distribution, etc. (Imprint  
[S.l.] : Indiana University., 2024
Publication, Distribution, etc. (Imprint  
Ann Arbor : ProQuest Dissertations & Theses, 2024
Physical Description  
178 p.
General Note  
Source: Dissertations Abstracts International, Volume: 86-02, Section: A.
General Note  
Advisor: Brush, Thomas A.
Dissertation Note  
Thesis (Ph.D.)--Indiana University, 2024.
Summary, Etc.  
요약This dissertation contributes to our comprehension of the impact of gamification on online cooperative learning, particularly in enhancing educational outcomes (behavior, cognition, and attitudes). Through explanatory mixed-method research, this study aims to answer to what extent gamification influences educational outcomes in the context of cooperative learning and in what way gamification facilitates learners through cooperative learning. The growing utilization of gamification in motivating people to pursue shared goals in various contexts, such as healthy behavior, business, and crowdsourcing, is the main drive for this study. This study strives to understand the interplay between dedicated cooperation theory, social interdependence theory embedded in cooperative learning, and gamification, and how they influence educational outcomes. In this study, the influence of gamification on behavior and cognitive outcomes in cooperative learning is evident. On the contrary, the study found no evidence to support the positive effects of gamification on attitudinal outcomes. Furthermore, from the qualitative investigation, learners perceive the presence of gamification to be positive in motivating them to engage in learning activities and collaborate with others. On the other hand, learners perceive that the overemphasis on quantitative feedback, such as points and grades, might overshadow qualitative feedback on learning. This research paves the way for further exploration into the multifaceted roles of gamification in cooperative learning and offers insights for designing effective online cooperative learning experiences enriched by gamification.
Subject Added Entry-Topical Term  
Educational technology.
Subject Added Entry-Topical Term  
Education.
Subject Added Entry-Topical Term  
Educational psychology.
Index Term-Uncontrolled  
Cooperative learning
Index Term-Uncontrolled  
Education statistics
Index Term-Uncontrolled  
Game
Index Term-Uncontrolled  
Gamification
Index Term-Uncontrolled  
Learning outcomes
Index Term-Uncontrolled  
Playfulness
Added Entry-Corporate Name  
Indiana University School of Education
Host Item Entry  
Dissertations Abstracts International. 86-02A.
Electronic Location and Access  
로그인을 한후 보실 수 있는 자료입니다.
Control Number  
joongbu:656996

MARC

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■1001  ▼aSlamet,  Taufik  Ikhsan.▼0(orcid)0000-0003-1931-7027
■24512▼aA  Study  of  Learners'  Behavior,  Cognition,  and  Attitudes  in  Cooperative  Learning  Using  Gamification.
■260    ▼a[S.l.]▼bIndiana  University.  ▼c2024
■260  1▼aAnn  Arbor▼bProQuest  Dissertations  &  Theses▼c2024
■300    ▼a178  p.
■500    ▼aSource:  Dissertations  Abstracts  International,  Volume:  86-02,  Section:  A.
■500    ▼aAdvisor:  Brush,  Thomas  A.
■5021  ▼aThesis  (Ph.D.)--Indiana  University,  2024.
■520    ▼aThis  dissertation  contributes  to  our  comprehension  of  the  impact  of  gamification  on  online  cooperative  learning,  particularly  in  enhancing  educational  outcomes  (behavior,  cognition,  and  attitudes).  Through  explanatory  mixed-method  research,  this  study  aims  to  answer  to  what  extent  gamification  influences  educational  outcomes  in  the  context  of  cooperative  learning  and  in  what  way  gamification  facilitates  learners  through  cooperative  learning.  The  growing  utilization  of  gamification  in  motivating  people  to  pursue  shared  goals  in  various  contexts,  such  as  healthy  behavior,  business,  and  crowdsourcing,  is  the  main  drive  for  this  study.  This  study  strives  to  understand  the  interplay  between  dedicated  cooperation  theory,  social  interdependence  theory  embedded  in  cooperative  learning,  and  gamification,  and  how  they  influence  educational  outcomes.  In  this  study,  the  influence  of  gamification  on  behavior  and  cognitive  outcomes  in  cooperative  learning  is  evident.  On  the  contrary,  the  study  found  no  evidence  to  support  the  positive  effects  of  gamification  on  attitudinal  outcomes.  Furthermore,  from  the  qualitative  investigation,  learners  perceive  the  presence  of  gamification  to  be  positive  in  motivating  them  to  engage  in  learning  activities  and  collaborate  with  others.  On  the  other  hand,  learners  perceive  that  the  overemphasis  on  quantitative  feedback,  such  as  points  and  grades,  might  overshadow  qualitative  feedback  on  learning.  This  research  paves  the  way  for  further  exploration  into  the  multifaceted  roles  of  gamification  in  cooperative  learning  and  offers  insights  for  designing  effective  online  cooperative  learning  experiences  enriched  by  gamification.
■590    ▼aSchool  code:  0093.
■650  4▼aEducational  technology.
■650  4▼aEducation.
■650  4▼aEducational  psychology.
■653    ▼aCooperative  learning
■653    ▼aEducation  statistics
■653    ▼aGame
■653    ▼aGamification
■653    ▼aLearning  outcomes
■653    ▼aPlayfulness
■690    ▼a0710
■690    ▼a0515
■690    ▼a0525
■71020▼aIndiana  University▼bSchool  of  Education.
■7730  ▼tDissertations  Abstracts  International▼g86-02A.
■790    ▼a0093
■791    ▼aPh.D.
■792    ▼a2024
■793    ▼aEnglish
■85640▼uhttp://www.riss.kr/pdu/ddodLink.do?id=T17163048▼nKERIS▼z이  자료의  원문은  한국교육학술정보원에서  제공합니다.

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