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The Effects of Gamification E-Learning Classes Based on Self-Determination Theory on University Students' Class Participation, Learning Immersion, Teaching Presence

자기결정성 이론에 기반한 게이미피케이션 이러닝 수업이 대학생의 수업참여도, 학습몰입도, 교수실재감에 미치는 효과

  • 허명 (광주대학교 작업치료학과) ;
  • 진상우 (광주대성초등학교)
  • Received : 2023.10.03
  • Accepted : 2023.11.05
  • Published : 2023.11.30

Abstract

This study is a descriptive survey to develop a gamification e-learning class based on self-determination theory and to check its effectiveness. The data collection period was from March 1 to June 15, 2023, and 59 students at G University in G Metropolitan City were surveyed on class participation, learning immersion, and teaching presence before and after the course. IBM SPSS/Win 26.0 was used to analyze the collected data, and descriptive statistics, analysis of variance (ANOVA), and analysis of covariance (ANCOVA) were conducted. The results showed that the self-determination-based gamification class significantly improved students' class participation, learning engagement, and teaching presence (p<.05). An analysis of covariance (ANCOVA) was conducted to determine whether the general characteristics of the participants affected the results of the post-test, and gender affected the post-test results of learning engagement, with an effect of 7.9%. Based on the results of this study, it can be seen that self-determination-based gamification e-learning class is effective in improving learners' class participation, learning engagement, and teaching presence. As the demand for e-learning in universities is expanding, self-determination-based gamification e-learning classes should be developed in various fields of liberal arts and majors.

이 연구는 자기결정성이론에 기반한 게이미피케이션 이러닝 수업을 개발하고 그 효과를 확인하기 위한 서술적 조사연구이다. 자료수집 기간은 2023년 3월 1일부터 6월 15일까지 G광역시 G대학교 학생 59명을 대상으로 강좌 전후 수업참여도, 학습몰입도, 교수실재감을 조사하였다. 수집된 자료의 분석은 IBM SPSS/Win 26.0을 이용하였으며 서술통계, 분산분석(ANOVA), 공분산분석(ANCOVA)을 실시하였다. 연구결과 자기결정성 기반 게이미피케이션 수업은 수업에 참여한 학생들의 수업참여도, 학습몰입도, 교수실재감을 유의하게 향상시켰다(p<.05). 연구대상자의 일반적인 특성이 사후 검사의 결과에 영향을 미쳤는지 알아보기 위해 공분산분석(ANCOVA) 실시한 결과, 성별이 학습몰입도의 사후 검사 결과에 영향을 미쳤으며, 그 영향력은 7.9%였다. 이 연구결과를 바탕으로 자기결정성 기반 게이미피케이션 이러닝수업이 학습자의 수업참여도, 학습몰입도, 교수실재감에 효과적임을 알 수 있었다. 대학에서 이러닝의요구가 확대되고 있으므로 자기결정성 기반 게이미피케이션 이러닝 수업이 교양 및 전공영역에서 다양하게 개발되어야 할 것이다.

Keywords

Acknowledgement

이 논문은 2023년도 광주대학교의 대학 연구 지원에 의하여 연구되었음.

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