可靠性
心理学
课程
体验式学习
价值(数学)
教学设计
学习科学
主动学习(机器学习)
资源(消歧)
教育学
数学教育
计算机科学
计算机网络
机器学习
政治学
法学
人工智能
标识
DOI:10.1080/09639284.2023.2255994
摘要
ABSTRACTThis paper traces the researcher's development of, and reflection on, the experience of developing a gamified learning experience for the time value of money, as a pedagogical resource for student learning and engagement with threshold concepts. A constructivist methodology was adopted to support the social and collaborative activity of learning in gamified learning experiences. The gamified learning experience for the time value of money was created and deployed as the experiment treatment for a research project which examined student engagement in learning, self-efficacy, and learning outcomes through gamification of curriculum in accounting and finance. The checks and balances employed to ensure the reliability, rigour, trustworthiness, and credibility of the treatment, and the design considerations to facilitate replication and generalisability, are described and discussed. A roadmap for development, creation, and deployment of a gamified learning experience is provided to assist educators and learning designers who are seeking to include gamified learning experiences in their courses.KEYWORDS: Threshold conceptstime value of moneygamification of learninglearning design for student engagementgamified learning experienceaccounting education Disclosure statementNo potential conflict of interest was reported by the author(s).
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