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Using Game Mechanics to Increase Gra...
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Texas Wesleyan University., Education.
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Using Game Mechanics to Increase Graduate Student Engagement with Library Resources.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Using Game Mechanics to Increase Graduate Student Engagement with Library Resources./
作者:
Manson, Sharon K.
出版者:
Ann Arbor : ProQuest Dissertations & Theses, : 2017,
面頁冊數:
149 p.
附註:
Source: Dissertation Abstracts International, Volume: 79-03(E), Section: A.
Contained By:
Dissertation Abstracts International79-03A(E).
標題:
Education. -
電子資源:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=10642495
ISBN:
9780355488555
Using Game Mechanics to Increase Graduate Student Engagement with Library Resources.
Manson, Sharon K.
Using Game Mechanics to Increase Graduate Student Engagement with Library Resources.
- Ann Arbor : ProQuest Dissertations & Theses, 2017 - 149 p.
Source: Dissertation Abstracts International, Volume: 79-03(E), Section: A.
Thesis (Ed.D.)--Texas Wesleyan University, 2017.
The purpose of the current study was to determine whether adding gamification to a doctoral level class would improve 1) students' self-reported feelings of motivation, competency, and engagement, and 2) knowledge of the library resources available to complete research. Twenty-one students agreed to participate and completed the pretest survey. Eleven students completed the online gamified learning experience and responded to a posttest survey. Five of the student who did not complete the gamified quest answered an additional survey to understand their reasons for not completing the game. In addition to surveys, qualitative data was collected and analyzed.
ISBN: 9780355488555Subjects--Topical Terms:
516579
Education.
Using Game Mechanics to Increase Graduate Student Engagement with Library Resources.
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The purpose of the current study was to determine whether adding gamification to a doctoral level class would improve 1) students' self-reported feelings of motivation, competency, and engagement, and 2) knowledge of the library resources available to complete research. Twenty-one students agreed to participate and completed the pretest survey. Eleven students completed the online gamified learning experience and responded to a posttest survey. Five of the student who did not complete the gamified quest answered an additional survey to understand their reasons for not completing the game. In addition to surveys, qualitative data was collected and analyzed.
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