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      Design and evaluation of a remote synchronous gamified mathematics teaching activity that integrates multi-representational scaffolding and a mind tool for gamified learning

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          Abstract

          Gamified learning is an instructional strategy that motivates students to learn, and the use of multiple representations assists learning by promoting students’ thinking and advanced mathematical problem-solving skills. In particular, emergency distance learning caused by the COVID-19 pandemic may result in a lack of motivation and effectiveness in learning. This study designed an online gamified learning activity incorporating multi-representational scaffolding and compared the differences in the learning achievement and motivation for the gamified activity and general synchronous distance learning. In addition, for the group that conducted the gamified learning activity, we measured the participants’ flow, anxiety, and emotion during the activity. A total of 36 high school students participated in the experiment. The results indicated that the gamified learning activity was not significantly effective in terms of enhancing learning achievement. In terms of learning motivation, a significant decrease in motivation was found for the group using general synchronous learning, while a significant increase in motivation was found for the group using synchronous gamified learning. This indicates that despite the negative impact of the pandemic on learning, gamified learning still enhances students’ learning motivation. The results of flow, anxiety, and emotion showed that the participants had a positive and engaged experience. Participants provided feedback that the multi-representational scaffolding facilitates learning.

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          Positive psychology: An introduction.

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            COVID ‐19 and online teaching in higher education: A case study of Peking University

            Wei Bao (2020)
            Abstract Starting from the spring of 2020, the outbreak of the COVID‐19 caused Chinese universities to close the campuses and forced them to initiate online teaching. This paper focuses on a case of Peking University's online education. Six specific instructional strategies are presented to summarize current online teaching experiences for university instructors who might conduct online education in similar circumstances. The study concludes with five high‐impact principles for online education: (a) high relevance between online instructional design and student learning, (b) effective delivery on online instructional information, (c) adequate support provided by faculty and teaching assistants to students; (d) high‐quality participation to improve the breadth and depth of student's learning, and (e) contingency plan to deal with unexpected incidents of online education platforms.
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              Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification

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                Author and article information

                Contributors
                hthou@mail.ntust.edu.tw
                Journal
                Educ Inf Technol (Dordr)
                Educ Inf Technol (Dordr)
                Education and Information Technologies
                Springer US (New York )
                1360-2357
                1573-7608
                24 March 2023
                : 1-27
                Affiliations
                GRID grid.45907.3f, ISNI 0000 0000 9744 5137, Graduate Institute of Applied Science and Technology, , National Taiwan University of Science and Technology, ; #43 Keelung Road, Section 4, Taipei, Taiwan
                Author information
                http://orcid.org/0000-0003-1783-8830
                Article
                11708
                10.1007/s10639-023-11708-6
                10037408
                37361748
                df85898f-8b4a-453d-85f7-3595f0d8566c
                © The Author(s), under exclusive licence to Springer Science+Business Media, LLC, part of Springer Nature 2023, Springer Nature or its licensor (e.g. a society or other partner) holds exclusive rights to this article under a publishing agreement with the author(s) or other rightsholder(s); author self-archiving of the accepted manuscript version of this article is solely governed by the terms of such publishing agreement and applicable law.

                This article is made available via the PMC Open Access Subset for unrestricted research re-use and secondary analysis in any form or by any means with acknowledgement of the original source. These permissions are granted for the duration of the World Health Organization (WHO) declaration of COVID-19 as a global pandemic.

                History
                : 25 July 2022
                : 1 March 2023
                Funding
                Funded by: FundRef http://dx.doi.org/10.13039/501100004663, Ministry of Science and Technology, Taiwan;
                Award ID: MOST-108-2511-H-011 -003 -MY3
                Award ID: MOST-110-2511-H-011 -004 -MY3
                Award ID: MOST-111-2410-H-011 -004 -MY3
                Award Recipient :
                Categories
                Article

                gamification,game-based learning,multi-representational scaffolding,synchronous learning,distance learning

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