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游戏化策略对文科生编程能力与自我效能的影响

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为探讨游戏化策略对文科学生编程能力与自我效能感的影响,提出一种游戏化学习活动促进模型.通过在一个学期内开展实验教学,比较使用CodeCombat游戏化平台(实验组)和传统标准课程(对照组)学生的表现.研究表明,实验组学生在编程能力与自我效能感方面提升显著,两者间存在高度相关性,为改善文科学生的编程教育提供了重要的指导和借鉴.通过深度整合游戏化学习理论、游戏化教学平台和教学实践,为相关领域的教育研究提供了新的思路和方法.
Effects of Gamification Strategy on Liberal Arts Students'Programming Ability and Self-Efficacy
This study aims to investigate the impact of gamification strategies on the programming ability and self-efficacy of liberal arts stu-dents and proposes a gamified learning activity promotion model.Through conducting experimental teaching over one semester,the perfor-mances of the experimental group(using the CodeCombat gamified platform)and the control group(traditional standard curriculum)were compared.The results indicate that the students in the experimental group showed significant improvements in programming ability and self-ef-ficacy,with a high correlation between the two.These findings provide important guidance and references for enhancing programming educa-tion among liberal arts students.This study deeply integrates gamification learning theories,gamified teaching platforms,and teaching practic-es,offering new insights and methods for educational research in related fields.

gamificationgamified learningself-efficacyprogramming ability

李珩、黄璐

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重庆大学 教师教学发展中心,重庆 400030

游戏化 游戏化学习 自我效能 编程能力

2024

软件导刊
湖北省信息学会

软件导刊

影响因子:0.524
ISSN:1672-7800
年,卷(期):2024.23(8)