Abstract

Objectives The purpose of this study were to design a gamification teaching-learning model to improve concept learning classes. And to compare and evaluate the satisfaction of students who took a gamification class according to this model and the gamification method and the lecture method. Methods The gamification teaching-learning model was designed by analyzing the contents of 34 academic papers and the syllabus of the research subject. The data for analysis are 74 cases that responded to all 6 questions of the student satisfaction survey. Differences in student satisfaction were analyzed by the paired sample method. Student satisfaction factors included class satisfaction factors that considered positive changes in class preparation, class operation method, knowledge, skills, and attitude. The evaluation factors for the reasons for class satisfaction were learning motivation, learning recall, and learning flow, and were analyzed by the matched sampling method for each item. Results The gamification instructional model was designed as learning activities of In-Class, Out-Class, and In-Class. The gamified class was conducted according to the designed instructional model. Student satisfaction with the gamification method was higher than the lecture method in learning motivation, learning memory, and learning flow. Conclusions The gamification teaching and learning model was appropriately designed. According to the designed teaching-learning model, the gamification method applied to class was more positive than the lecture method in terms of improving learning motivation, promoting thinking ability, and arousing interest in learning. This study provides researchers who are contemplating the educational effects of classroom instruction with an opportunity to explore instructional strategy tips and gamification instructional materials.

Full Text
Published version (Free)

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call