نقش بازی وارسازی در بهبود عملکرد تحصیلی دانشجویان مهندسی: مطالعه ای در محیط ترکیبی یادگیری مسئله محور (مقاله علمی وزارت علوم)
درجه علمی: نشریه علمی (وزارت علوم)
آرشیو
چکیده
هدف پژوهش حاضر، بررسی نقش بازی وارسازی در بهبود عملکرد تحصیلی دانشجویان مهندسی در محیط یادگیری ترکیبی (برخط-حضوری) مبتنی بر حل مسئله است. در این پژوهش روش نیمه-آزمایشی با طرح پیش آزمون-پس آزمون با گروه کنترل و آزمایش استفاده شد. جامعه آماری دانشجویان مهندسی دانشگاه شیراز بود. در این پژوهش، از روش نمونه گیری تصادفی برای تقسیم دانشجویان به دو گروه آزمایش و کنترل استفاده شد و گروه ها در دو گروه آزمایش و گروه کنترل (گواه) قرار گرفتند. گروه آزمایش شامل 18 نفر )یک کلاس 18 نفره( و گروه دیگر به عنوان گروه کنترل شامل 20 نفر )یک کلاس20 نفره( در این مطالعه تعیین شد. داده ها با استفاده از آزمون عملکردی محقق ساخته در دو سری آزمون جمع آوری شد. روایی صوری آزمون توسط متخصصان تأیید شد و پایایی آن با آلفای کرونباخ (92/0) بررسی گردید. طی خروجی آزمون کوواریانس، یافته ها نشان داد بین میانگین نمره دانشجویان گروه آزمایش و کنترل در آزمون عملکرد تحصیلی، تفاوت معنی دار وجود دارد و گروه آزمایش نسبت به گروه کنترل، از میانگین بالاتری برخوردار است؛ در واقع روش بازی وار سازی در محیط ترکیبی یادگیری مسئله محور در توسعه عملکرد تحصیلی دانشجویان مهندسی تاثیر مثبت دارد. یافته ها نشان داد که بازی وارسازی در محیط ترکیبی یادگیری مسئله محور می تواند بهبود عملکرد تحصیلی دانشجویان مهندسی را ایجاد کند. این نتایج می تواند در سیاست گذاری های آموزشی برای ارتقای یادگیری و اشتغال پذیری فارغ التحصیلان مورد توجه قرار گیرد.the Role of Gamification in Improving Academic Performance of Engineering Students: A Study in a Hybrid Problem-Based Learning Environment
Introduction: The purpose of this research is to investigate the effect of gamification in the hybrid environment of problem-based learning on the academic performance of engineering students of Shiraz University. With the increase in the number of educational institutions, there is a greater need to focus on providing specialized technical knowledge and skills to students to increase their productivity and prospects for a better life, which leads to the economic progress of a country. In fact, the primary goal of educational institutions is to help students understand course materials and obtain a grade that provides the possibility of academic and professional progress, and based on this, academic performance is considered an important and significant component among academics. It can be proposed that the development of more effective methods for teaching with technology in the field of academic performance development can have a positive effect on the professional performance of individuals and have a positive effect on the extent of maintaining the organization's performance, productivity levels, and employee satisfaction. Therefore, on this basis, it is worth noting that the university revises the classic models of education and prepares students for new challenges in the world of work, training them to solve industry problems, leadership and project management, pioneers in ideas and solutions to problems in the work environment. to consider what they will face and the key to realizing these is to try to improve academic performance. Research questions: As a question in this study, is there a significant difference between the academic performance of the students of the experimental group and the control group in the test to measure academic performance after training through gamification in the hybrid environment of problem-based learning? Methods: Often in educational studies, random assignment of subjects to treatment plans is neither practical nor possible. This is especially likely to occur in education-oriented research and precludes true experimental designs; Therefore, quasi-experiment can be planned as an option. One of the important components of quasi-experimental study is the use of pre-test or analysis of previous achievements to establish group equivalence. In this research, a semi-experimental method was used with a post-test design with control and experimental groups. The statistical population was engineering students of Shiraz University. The sampling method in the present study is the method of random selection (groups), and the groups were divided into two experimental and control groups by random selection. The experimental group consisted of 18 students (a class of 18 students) and the other group as a control group 20 students (a class of 20 students) were determined in this study. The data were collected using a researcher-made test and the validity and reliability of the test were confirmed. Results: In the covariance test, the sum of squares of the post-test (8.716) was obtained based on F (1.69) at 1 degree of freedom and a significance level of 0.02, and based on the eta square in the post-test (0.05), the effect size was significant. Therefore, there is a significant difference between the average score of the students in the experimental and control groups in the post-test of academic performance, and the academic performance of the experimental group is significantly higher than that of the control group. Discussion: In general, the academic performance in technical and engineering fields is considered as an evaluation of hard professional skills. In the combined and problem-oriented classroom gamification method, it was proved that skills including professional skills (academic performance) can be developed optimally and simultaneously. By applying the mentioned outputs of the present study, middle level managers will be able to develop employability skills in different faculties of the university with an interdisciplinary approach while improving academic performance and achieve the construction of a "sustainable employability skill network". Also, professors, trainers and educational technicians, by acquiring a technology-oriented perspective, will distance themselves from one-sided and traditional methods and will pay special attention to the principle of "suitability of designing learning spaces to the requirements and needs of the young generation". The objective and mid-term results of this study in the alignment of engineering education policies, the consolidation and development of the two-way relationship between industry and university, the increase in industry demand for the employment of university-trained students and the growth of graduate employment statistics, the development of technological and problem-oriented hybrid learning platforms. transferring the method and platform of education to other fields and faculties, the growth of academic performance and hard skills in the long term, and finally the all-round promotion of engineering professional competencies in order to reduce academic-industrial-economic conflicts, will be fruitful. Was. Educational planners and policymakers can benefit from the design and application of new educational methods in order to improve the level of academic performance of students, enrich graduates and, as a result, improve the employability of engineering students.








