論文 ·日本語 ·未確認

Digitally Nudged Learning

Jason Richard Byrne Takehiko Ito Mariko Furuyabu

刊行年
2022-06-21
収録
『International Journal of Emerging Technologies in Learning (iJET)』 17 pp. 42-60
出版
International Association of Online Engineering (IAOE)
crid
1870871968657515008
issn
1863-0383
doi
10.3991/ijet.v17i12.30567
URL
https://cir.nii.ac.jp/crid/1870871968657515008

要旨

<jats:p>The research focused on two elements of technology enhanced learning: the digital nudge and gamified online learning. The objective was to digitally nudge students towards a gamified online learning tool, thereby improving quiz test performance through a fun motivating language learning game. A mixed methods approach: the primary quasi-experimental methodology was regression discontinuity design, with a follow up survey. The findings show that few students actively participated in the fun gamified activities, yet none-the-less there was a significant 5% treatment effect afforded by the digitally nudged call to action. The research demonstrates the effectiveness of nudging students to complete L2 learning activity. It also somewhat shows the potential of gamification for voluntary engagement amongst first-year students at a Japanese university. Keywords—Digital nudge, Online learning, Gamification, L2 teaching/learning strategies.</jats:p>

この書誌の出所

  • cinii— 1870871968657515008(2026-08-13取得)

引用キー: Byrne2022DigitallyNudgedLearning

書誌 56,535件 語別索引 17,251件 資源 113件 研究者 303名 JSON