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- Publisher Website: 10.1080/10494820.2024.2372640
- Scopus: eid_2-s2.0-85199064672
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Article: Using gamification to “break the silence” during web-based videoconferencing-supported synchronous online lessons: a goal-setting perspective
Title | Using gamification to “break the silence” during web-based videoconferencing-supported synchronous online lessons: a goal-setting perspective |
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Authors | |
Keywords | Gamification student participation synchronous online learning web-based videoconferencing |
Issue Date | 21-Jul-2024 |
Publisher | Taylor 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 Identifier | http://hdl.handle.net/10722/348058 |
ISSN | 2023 Impact Factor: 3.7 2023 SCImago Journal Rankings: 1.312 |
DC Field | Value | Language |
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dc.contributor.author | Jia, Chengyuan | - |
dc.contributor.author | Hew, Khe Foon | - |
dc.contributor.author | Xiao, Ya | - |
dc.contributor.author | He, Jiajia | - |
dc.date.accessioned | 2024-10-04T00:31:11Z | - |
dc.date.available | 2024-10-04T00:31:11Z | - |
dc.date.issued | 2024-07-21 | - |
dc.identifier.citation | Interactive Learning Environments, 2024 | - |
dc.identifier.issn | 1049-4820 | - |
dc.identifier.uri | http://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.language | eng | - |
dc.publisher | Taylor and Francis Group | - |
dc.relation.ispartof | Interactive Learning Environments | - |
dc.subject | Gamification | - |
dc.subject | student participation | - |
dc.subject | synchronous online learning | - |
dc.subject | web-based videoconferencing | - |
dc.title | Using gamification to “break the silence” during web-based videoconferencing-supported synchronous online lessons: a goal-setting perspective | - |
dc.type | Article | - |
dc.identifier.doi | 10.1080/10494820.2024.2372640 | - |
dc.identifier.scopus | eid_2-s2.0-85199064672 | - |
dc.identifier.eissn | 1744-5191 | - |
dc.identifier.issnl | 1049-4820 | - |