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Article: Using gamification to “break the silence” during web-based videoconferencing-supported synchronous online lessons: a goal-setting perspective

TitleUsing gamification to “break the silence” during web-based videoconferencing-supported synchronous online lessons: a goal-setting perspective
Authors
KeywordsGamification
student participation
synchronous online learning
web-based videoconferencing
Issue Date21-Jul-2024
PublisherTaylor and Francis Group
Citation
Interactive Learning Environments, 2024 How to Cite?
Abstract

In recent years there has been a significant increase in the use of videoconferencing apps such as Zoom to support synchronous online learning. Although the apps can approximate real-time communication, students tend to be inactive and silent during videoconferencing-supported synchronous online lessons. To promote students’ participation, this study integrated gamification into Web-based videoconferencing-supported learning. We designed the gamification based on goal-setting theory and evaluated its effectiveness by examining the quantity and quality of students’ online in-class participation. The results showed that the gamified group (N = 24) significantly outperformed the non-gamified group (N = 29) in the amount of participation. We also found that the gamified group produced an increasing number of quality responses over time. We discuss the theoretical explanations of our findings and provide practical suggestions for instructors who plan to use gamification in their Web-based videoconferencing-supported classes.


Persistent Identifierhttp://hdl.handle.net/10722/348058
ISSN
2023 Impact Factor: 3.7
2023 SCImago Journal Rankings: 1.312

 

DC FieldValueLanguage
dc.contributor.authorJia, Chengyuan-
dc.contributor.authorHew, Khe Foon-
dc.contributor.authorXiao, Ya-
dc.contributor.authorHe, Jiajia-
dc.date.accessioned2024-10-04T00:31:11Z-
dc.date.available2024-10-04T00:31:11Z-
dc.date.issued2024-07-21-
dc.identifier.citationInteractive Learning Environments, 2024-
dc.identifier.issn1049-4820-
dc.identifier.urihttp://hdl.handle.net/10722/348058-
dc.description.abstract<p>In recent years there has been a significant increase in the use of videoconferencing apps such as Zoom to support synchronous online learning. Although the apps can approximate real-time communication, students tend to be inactive and silent during videoconferencing-supported synchronous online lessons. To promote students’ participation, this study integrated gamification into Web-based videoconferencing-supported learning. We designed the gamification based on goal-setting theory and evaluated its effectiveness by examining the quantity and quality of students’ online in-class participation. The results showed that the gamified group (N = 24) significantly outperformed the non-gamified group (N = 29) in the amount of participation. We also found that the gamified group produced an increasing number of quality responses over time. We discuss the theoretical explanations of our findings and provide practical suggestions for instructors who plan to use gamification in their Web-based videoconferencing-supported classes.</p>-
dc.languageeng-
dc.publisherTaylor and Francis Group-
dc.relation.ispartofInteractive Learning Environments-
dc.subjectGamification-
dc.subjectstudent participation-
dc.subjectsynchronous online learning-
dc.subjectweb-based videoconferencing-
dc.titleUsing gamification to “break the silence” during web-based videoconferencing-supported synchronous online lessons: a goal-setting perspective-
dc.typeArticle-
dc.identifier.doi10.1080/10494820.2024.2372640-
dc.identifier.scopuseid_2-s2.0-85199064672-
dc.identifier.eissn1744-5191-
dc.identifier.issnl1049-4820-

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