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topic gamifification in metaverse project tittle the survey of customers’ engagement in gamified education

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This table below shows6 options coordinating with 165 answers: Drawback Complex numerical and formulated knowledge Knowledge required memory more than thinking Backward and old-fashioned

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MINISTRY OF EDUCATION AND TRAINING UEH UNIVERSITY – COLLEGE OF

ECONOMICS BELL UEH

RACE FOR KNOWLEDGE 2022 : META – KONQUEST

TOPIC : Gamifification in Metaverse

PROJECT TITTLE : THE SURVEY OF CUSTOMERS’ ENGAGEMENT IN GAMIFIED EDUCATION

Team’s ID : 107263

Team’s Name : Captivators

Leader : Dương Anh Thư – 31211021981

Member 1 : Trương Thị Tuyết Mai – K214060400

Member 2 : Trương Kim Nguyên – K214060405

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I Introduction about the survey

1 General

Gamified Education is an emerging branch of educational technology, whose purpose is to

enhance teaching efficiency by entertaining approaches with game mechanics.

2 The report’s purpose

In order to help Company M building a gamified educational model in further rounds, we have conducted this report with reference to “The awareness of customers who is highschoolers or

university students who have experienced K-12 education about Gamified

Education” Within 3 days, we have collected 205 answers including 96,6% customers from the required customer segment We hope that our survey can not only help Company

M to fulfill their plans but also be a useful material for the continuous development with

regard to Gamified Education and other means of Education in the near future

II Methods of implementation

The data of our report were conducted 100% online through the research engine – Google Form As mentioned above, most of the answers we received were from individuals who have experienced in K-12 before and currently still in use We use a range

of research questions, which is completely in Vietnamese, is exactly like what we received from The Organizing Committee of Race for knowledge contest.

IV Result and Discussion

Female Highschooler/ University Student Teacher

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and Middle area The result also reveals that the least used of K-12 in company of highschoolers and university students from all over Vietnam is Northern area.

The table indicates that the majority of profession of these consumers is Highschoolers or University Students, equals 96.6 % The amount of Highschoolers and University Students is dramatically more than Quantity of both Parents and Teacher – only worth 3.5% in comparison.

Object 3

This results in the number of individuals from 18 to 29 years old is significantly high.

Object 5

The percentage of Female is much more than Male because it personally depends

on us who conducted this survey so this quantity should not be a worry in our report.

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About the purpose of education receive, this is the result we registered:

Object 9

It is clear from the table that most of the participants choose education enclitic to develop

the education or knowledge ability of themselves and their children which make this option exceeds 80% However, the option – preparation for future employment nearly got the same

number of votes with the previous one while it consciously reaches 78.5% Another option that should be noticed is self – discovery and development which is chose by

72.7% of participants Other two options are preparation for the National High school Exam and go to their desired university or college and other purpose account for a small amount compare to the formers (43.4% in summary).

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It is not a surprise to us or any Vietnamese people to know that almost highschooler

all over the country and their senior choose to study Natural Science which includes:

Mathematics, Physics, Chemistry and more instead of select Social Science which consist

of Literature, History, Geography and so on This is practically affected by the student’s

parents who usually force their children to study in Natural Science That leads to the

60.5% votes for Natural Science as distinct from Social Science with only 19.5% votes.

Conclusion: After a full analysis process with reference to the education enclitic of 205

participants, we can partially conclude that nearly everyone goes to school to reach the certain level

of knowledge for their future career and also be a second teacher for their offspring or a supervisor

of their own kids This means that education play a crucial part in

building family and the society of a whole country and nation Beside to this positive aspect, there is a disappointing backward that should be considered is the huge gap between students who major in natural disciplines and social ones.

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2 Identify respondent

2.1 Social science respondent

a Disadvantages in social science

There are six options with five well-known drawbacks and others This table below shows

6 options coordinating with 40 answers:

Drawback

Scholarly academic knowledge

Numerous parts of knowledge need to be memorized

Backward and old-fashioned educational methods

Fully academic and impractical syllabuses

Unrealistic studying programs compare to society and

communities

Other drawbacks

b Gamified Education awareness

Object 14

2.2 Natural science respondent

a Disadvantages in natural science

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There are six options with five well-known drawbacks and others This table below shows

6 options coordinating with 165 answers:

Drawback

Complex numerical and formulated knowledge

Knowledge required memory more than thinking

Backward and old-fashioned educational methods

Fully academic and impractical syllabuses

Unrealistic studying programs compare to society and

Through these charts and tables, it is clear that:

- Students who is studying or used to study natural science tend to notice and utilize edutainment app more than those who majoring or used to major in social science:

+ The percentage of both knew before but never used and already used of social science

is only 37.5% while the percentage of the same categories of natural science arounds 47.9%.

+ The difference between number of natural science student who never heard about gamified education before and the same group of social science is 10.4%.

- However, both types of students agreed that most of the knowledge, they received from school is academic and unintelligible and also those comprehension required memorizing more than understanding There is still a significant variation of them which is fully academic and impractical syllabuses While 33.3% of natural science highschoolers choose

this disadvantage, there is scarcely 20% of social science individuals votes for this downside.

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Conclusion: Through these analyses, we can claim that natural science students are more likely to know and use edutainment apps than social science students because they

considered syllabuses which are provided by school are mainly unrealistic and too academic for them to understand Moreover, this type of highschoolers approach edutainment app can be

explained that most edutainment and gamified education apps are concerning to subject of

natural science like Mathematics, Physis, Chemistry, Biology and more.

3 Never heard before respondent

3.1 Suitable education form

Object 19

This pie illustrates that barely 15.3% of 111 respondents pick Gamified Education

as the most appropriate mean of education for them The most selected education form,

which gain 44.1% of votes, is Classics Education.

3.2 Conception about gamified education

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Surprisingly, over half of the respondents think that Gamified Education is a new and interesting form of education, when this option nearly reaches 69% of choices.

However, there are 11.7% of respondents misunderstanding about Gamified Education when they believed that this term of education is simply play game to study and does not bring same

effectiveness as other education form And 19.8% in summary of consumers are still worrying and questioning with reference to the effectiveness, diversity and concentration

that Gamified Education provided for them or their kids or students

3.3 Expected types of gamified education

Object 24

3.4 Arrange order of the criteria according to their importance

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After collecting analyzing the data from 111 respondents, we have arranged 8 criteria

below:

1 Teaching quality (Teachers, Syllabuses )

2 Reasonable price

3 Teaching condition (Infrastructure, Equipments )

4 Educational service popularity

5 Student compatibility (Study Routine, Method…)

6 Teaching formality (Online, Offline, Hybrid )

7 Credible service provider

8 Other students experience

3.5 Requirements for a gamified education course

Under a month One to three months Three to six months More than six months Laptop

PC Tablet Smartphone Less than 1 hour One to three hours Three to six hours Depend on the study routine

3.6 Future utilization

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Conclusion: From all the data in section 3, we can conclude that:

-Most people expected gamified education to be games that integrate knowledge through electronic application which exceed 71.2%.

-More than half of the respondents choose soft skills to be subject in a gamified education course, equal 54.1%.

- The percentage of option – one to three months in requirement – time for a gamified education course is as the same as the percentage of soft skills, which is 54.1% and it is

also the highest number that was register in this requirement

- Among four popular types of learning devices, laptop got the highest rate of votes, that is 71.2%.

-44.1% of respondents share the same idea that a course should last approximately from one to three hours each lesson.

- There is an amazing number of participants who want to use edutainment apps or attend gamified education course in the future when agree level remarkedly reaches 95.4%.

It can be seen that individuals who never heard about gamified education, of courses,

have little awareness about this mean of education and quiet misunderstand about it.However, this group of people is eager to learn and to get to know more about edutainment

and gamified education so we can tell that they might be potential customers and users in the near future.

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4 Knew before but never used

4.1 Knew gamified education through

Subject

Social Network: Facebook, Instagram…

Media: Television, Radio…

Friends, Family, Relatives…

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4.5 Reason for non-use and future utilization

Reason

Don’t have chance to approach any term of gamified

education

Don’t have any term of gamified education in local

Expensive price, not appropriate for me

Teaching quality of gamified education forms is not

good enough to convince me

I can’t fulfill the requirements for this form

education (learning devices, internet connection…)

Gamified education forms nowadays aren’t suitable

for my schedule and routine

I think gamified education forms don’t bring

effective result as others

Intention

Will definitely use

Consider to use

Will not use

4.6 Arrange order of the criteria according to their importance

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download by : skknchat@gmail.com

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After collecting analyzing the data from 61 respondents, we have arranged 8 criteria below:

1 Teaching quality (Teachers, Syllabuses )

2 Educational service popularity

3 Teaching condition (Infrastructure, Equipments )

4 Reasonable price

5 Other students experience

6 Teaching formality (Online, Offline, Hybrid )

7 Credible service provider

8 Student compatibility (Study Routine,

Method…) 4.7 Requirements for a gamified

Conclusion: From all the data in section 4, we can conclude that:

- The most famous platform that provide information about gamified education is social network

such as Facebook, Instagram, Twitter and more The percentage of this platform is

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download by : skknchat@gmail.com

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- In suitable education form aspect, hardly 18% of respondents choose gamified education apart from 34.4% of self – education and 32.8% of classics education form.

- There are 73.8% students consider gamified education as a new, interesting term of education.

-It is sad to know that most students don’t have chance to approach any term of gamified education when those individuals account for 45.9%.

-However, there are positive responses in future utilization, when none of the respondents

is not going to try gamified education form.

To summarize, in the mist of students who have heard about gamified education before

but never used it, there are many highschoolers not able to experience this mean of education It might be the result of the educational system of our country and also the disability of people who in charge of advertising and enhancing awareness of all potential kinds of customers and users.

5.1 Suitable education form

Object 39

5.2 Learning devices

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5.4 Currently used gamified education service

Object 44

5.5 Utilization intentions and reasons

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5.6 Arrange order of the criteria according to their importance

After collecting analyzing the data from 61 respondents, we have arranged 8 criteria below:

1 Teaching formality (Online, Offline, Hybrid )

2 Educational service popularity

3 Other students experience

4 Teaching condition (Infrastructure, Equipments )

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5 Student compatibility (Study Routine, Method…)

6 Teaching quality (Teachers, Syllabuses )

7 Other students experience

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5.9 About gamified education courses

Suitable for my affordability Quite high

Too high for my affordability Only use free gamified education service Excellent and better than expected Stable and like what I expected Not like what I expected Bad and needed development Under one month

One to three months Three to six months More than six months Under one hour One to three hours Three to six hours Depend on the study routine Definitely

Consider to recommend Absolutely not

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Nearly every student who already experienced gamified education services andedutainment apps before give compliments about them Moreover, they are more likely tounderstand correctly with regard to this style of education However, there are lots ofdrawbacks that prevented them from keeping using and recommending those services toother, providers and founders should have appropriate solutions to this.

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