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(TIỂU LUẬN) topic gamifification in metaverse project tittle the survey of customers’ engagement in gamified education

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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 : Trương Thị Tuyết Mai – K214060400 Member : Trương Kim Nguyên – K214060405 I Introduction about the survey General Gamified Education is an emerging branch of educational technology, whose purpose is to enhance teaching efficiency by entertaining approaches with game mechanics 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 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 Respondent Information Age Sexuality Profession Subject Under 18 years old From 18 to 29 years old From 30 to 45 years old Over 45 years old Male Female Highschooler/ University Student Teacher Parents Amount 20 178 59 146 198 Percentage (%) 9.8 86.8 3.4 28.8 71.2 96.6 1.5 2.0 Among all the participants, most of them come from Ho Chi Minh City – Southern area, which means that Ho Chi Minh city is the province mostly affected by the COVID – 19 Second places of the mostly used of K-12 are the other provinces from Southern area 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 This results in the number of individuals from 18 to 29 years old is significantly high Object 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 Object About the purpose of education receive, this is the result we registered: Object 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) Object 11 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 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 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 Amount 9 8 Percentage (%) 22.5 22.5 20 20 7.5 7.5 There are six options with five well-known drawbacks and others This table below shows 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 communities Other drawbacks Amount 43 28 15 55 Percentage (%) 26.1 17 9.1 33.3 22 13.3 1.2 b Gamified Education awareness Object 17 Analysis: 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 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 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 Object 21 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 After collecting analyzing the data from 111 respondents, we have arranged criteria below: Teaching quality (Teachers, Syllabuses ) Reasonable price Teaching condition (Infrastructure, Equipments ) Educational service popularity Student compatibility (Study Routine, Method…) Teaching formality (Online, Offline, Hybrid ) Credible service provider Other students experience 3.5 Requirements for a gamified education course Discipline Course time Learning device Course time in a day Requirement Social subjects Soft skills Artistic subjects Others Under a month One to three months Three to six months More than six months Laptop PC Tablet Smartphone Less than hour One to three hours Three to six hours Depend on the study routine 3.6 Future utilization Amount 34 60 12 21 57 24 79 24 36 49 22 Percentage (%) 30.6 54.1 10.8 4.5 18.9 51.4 21.6 8.1 71.2 6.3 0.9 21.6 32.4 44.1 3.6 19.8 Object 27 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 4 Knew before but never used 4.1 Knew gamified education through Subject Social Network: Facebook, Instagram… Media: Television, Radio… Friends, Family, Relatives… Other Amount 42 8 4.2 Suitable education form Object 30 4.3 Gamified education definition Object 33 4.4 Conception about gamified education Percentage (%) 68.9 13.1 13.1 4.9 Object 36 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 of 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 an effective result as others Amount Percentage (%) 28 45.9 10 16.4 6.6 11 18 3.3 6.6 3.3 Intention Amount Will definitely use 34 Consider to use 27 Will not use 4.6 Arrange order of the criteria according to their importance Percentage (%) 55.7 44.3 After collecting analyzing the data from 61 respondents, we have arranged criteria below: Teaching quality (Teachers, Syllabuses ) Educational service popularity Teaching condition (Infrastructure, Equipments ) Reasonable price Other students experience Teaching formality (Online, Offline, Hybrid ) Credible service provider Student compatibility (Study Routine, Method…) 4.7 Requirements for a gamified education course Requirement Discipline Course time Learning device Lesson time Amount Percentage (%) Social subjects 18 29.5 Soft skills 33 54.1 Artistic subjects 14.8 Others 1.6 Under a month 8.2 One to three months 36 59 Three to six months 13 21.3 More than six months 11.5 Laptop 41 67.2 PC 13.1 Tablet 1.6 Smartphone 11 18 Less than hour 16 26.2 One to three hours 25 41 Three to six hours 9.8 Depend on the study routine 14 23 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 68.9% - 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 Already used 5.1 Suitable education form Object 39 5.2 Learning devices Object 41 5.4 Currently used gamified education service Object 44 5.5 Utilization intentions and reasons Object 47 Object 49 5.6 Arrange order of the criteria according to their importance After collecting analyzing the data from 61 respondents, we have arranged criteria below: Teaching formality (Online, Offline, Hybrid ) Educational service popularity Other students experience Teaching condition (Infrastructure, Equipments ) Student compatibility (Study Routine, Method…) Teaching quality (Teachers, Syllabuses ) Other students experience Reasonable price 5.7 Conception about gamified education Object 52 5.8 Expected type of gamified education Object 54 5.9 About gamified education courses Courses fee Courses fee Quality Courses time Lesson time Recommendatio n Conclusion: Subject Have paid before Never paid before Won’t pay 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 Amount 22 18 24 4 16 8 13 13 18 Percentage (%) 24.2 66.7 9.1 24.2 18.2 54.5 15.2 72.7 12.1 12.1 48.5 24.2 15.2 24.2 24.2 12.1 39.4 39.4 54.5 6.1  Nearly every student who already experienced gamified education services and edutainment apps before give compliments about them Moreover, they are more likely to understand correctly with regard to this style of education However, there are lots of drawbacks that prevented them from keeping using and recommending those services to other, providers and founders should have appropriate solutions to this  Thank you We sincerely thank to Bell Club of UEH and all sponsors, staffs who is responsible for this competition for giving us opportunities to participate and experience Through the contest, we have learned a lot as well as gained so much knowledge that is useful not only now but also in the future Thank you for the competition and giving us support! Students in charge ... about gamified education Object 21 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... 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... 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

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