Effectiveness of game patterns in online learning

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Abstract

Importance. Modern education is undergoing transformations due to the rapid development of information and communication technologies and the massive transition to distance learning. This transition is associated with the problem of low student engagement, which requires updating pedagogical methods and searching for innovative dynamic forms of interaction with educational materials. Game patterns are promising tools for increasing engagement in the learning process. Despite the positive dynamics, empirical studies confirming the effectiveness of game patterns are limited. The purpose of the study is to investigate the influence of game patterns on the academic results of online learning, to identify the factors that ensure the success of using game patterns, and to develop practical recommendations that harmoniously combine entertaining forms of educational material presentation with the achievement of significant educational goals.Research Methods. An original methodology for analyzing the influence of game patterns on student academic performance is proposed, based on the use of correlation and regression analysis. The methodology experimental verification is carried out on the basis of real educational data from students of Penza State University.Results and Discussion. The research approbation is carried out in the form of an experiment comparing the academic achievements of two groups of students: an experimental one, mastering an academic discipline in an online format using game patterns, and a control one, studying the same subject in an online format without introducing these elements. The third-year students of Penza State University, studying in the bachelor’s degree program 09.03.01 “Computer Science and Computer Engineering”, are involved as participants in the experiment. To ensure a high level of reliability and quality of the experiment, the required number of study participants is calculated. The initial parameters included significance level α = 0.05, power: 1 – β = 0.80, and expected effect: d = 0.50. Calculations have shown that the minimum allowed number of participants in each group should be 42 people. Taking into account the possible losses of subjects due to noncompliance with the conditions of the experiment, the total number of participants is increased by 10 %, which led to a total number of 92 people. All students passed a preliminary electronic test aimed at assessing their initial level of knowledge. According to the test results, the students are evenly distributed so that both groups had approximately the same level of training.Conclusion. The data obtained indicate the effectiveness of game patterns introduction into the online learning process, emphasizing their positive impact on the students’ academic performance, as well as on the important competencies development such as independence and initiative of students. This study is of interest to specialists in the field of designing electronic educational resources, teachers and methodologists involved in improving the quality of online learning through innovative approaches.

About the authors

I. P. Burukina

Penza State University

Author for correspondence.
Email: burukinairina@gmail.com
ORCID iD: 0009-0006-1953-2914

Cand. Sci. (Engineering), Associate Professor, Head of  Computer-Aided Design Systems Department

40 Krasnaya St., Penza, 440026, Russian Federation

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