arrow
返回

Digitally Nudged Learning

delete2022-06-21
delete0
delete
OA
AI
DOI:10.3991/ijet.v17i12.30567delete
delete原文链接
delete原文求助
delete分享
delete收藏
摘要

摘要

En 中文
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.

期刊

暂无期刊信息

机构

暂无机构信息
引用论文

引用论文

暂无论文信息