Pelillistämisen vaikutus oppilaiden opiskelumotivaatioon ja oppimiseen biologian lukio-opetuksessa

Tietokone- ja konsolipelit ovat hyvin suosittuja nuorten keskuudessa. Siten elektronisten pelien sisällyttäminen opetukseen tuntuu luontevalta. Pelien on todettu hyödyttävän monien eri-ikäisten oppilaiden oppimista ja motivaatiota opiskeluun. Tässä tutkimuksessa selvitettiin opetuksen pelillistämise...

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Main Author: Auerniitty, Aarni
Other Authors: Matemaattis-luonnontieteellinen tiedekunta, Faculty of Sciences, Bio- ja ympäristötieteiden laitos, Department of Biological and Environmental Science, Jyväskylän yliopisto, University of Jyväskylä
Format: Master's thesis
Language:fin
Published: 2019
Subjects:
Online Access: https://jyx.jyu.fi/handle/123456789/64835
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author Auerniitty, Aarni
author2 Matemaattis-luonnontieteellinen tiedekunta Faculty of Sciences Bio- ja ympäristötieteiden laitos Department of Biological and Environmental Science Jyväskylän yliopisto University of Jyväskylä
author_facet Auerniitty, Aarni Matemaattis-luonnontieteellinen tiedekunta Faculty of Sciences Bio- ja ympäristötieteiden laitos Department of Biological and Environmental Science Jyväskylän yliopisto University of Jyväskylä Auerniitty, Aarni Matemaattis-luonnontieteellinen tiedekunta Faculty of Sciences Bio- ja ympäristötieteiden laitos Department of Biological and Environmental Science Jyväskylän yliopisto University of Jyväskylä
author_sort Auerniitty, Aarni
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description Tietokone- ja konsolipelit ovat hyvin suosittuja nuorten keskuudessa. Siten elektronisten pelien sisällyttäminen opetukseen tuntuu luontevalta. Pelien on todettu hyödyttävän monien eri-ikäisten oppilaiden oppimista ja motivaatiota opiskeluun. Tässä tutkimuksessa selvitettiin opetuksen pelillistämisen vaikutusta oppilaiden oppimiseen ja motivaatioon lukion biologian opetuksessa. Tutkimus toteutettiin opetuskokeiluna neljällä oppilasryhmällä keväällä 2018, ja siihen osallistui yhteensä 96 oppilasta. Opetuspelinä käytettiin järven ekosysteemin toimintaa ja eliöiden välisiä vuorovaikutussuhteita sekä kalastuksen vaikutuksia havainnollistavaa Kalapeliä. Oppilaat pelasivat Kalapeliä pienissä ryhmissä kahdella eri oppitunnilla. Pelaamisen yhteydessä oppilaat vastasivat alku- ja loppukyselyyn, jotka kartoittivat oppilaan taustaa, motivoituneisuutta ja oppimista. Myös oppilaiden mielipiteitä opetuksen pelillistämisestä kysyttiin toisen kyselyn lopuksi. Opetuspelin ei havaittu vaikuttavan oppilaiden motivaatioon biologian opiskelua kohtaan tutkimuksen aikana. Myöskään suurimmassa osassa oppimista mittaavien kysymysten vastauksia ei tapahtunut merkittävää muutosta ensimmäisen ja toisen opetuskerran välillä. Tärkeimpinä pelillistämisen hyvinä ominaisuuksina mainittiin apu vaikeiden kokonaisuuksien hahmottamisessa, hauskuus ja motivoiva vaikutus. Huonoina ominaisuuksina eniten mainintoja saivat pelin monimutkaisuus ja keskittymisen herpaantuminen. Tutkimuksen perusteella pelillistäminen voi toimia osana biologian lukio-opetusta, joskaan sen vaikutus oppilaiden motivaatioon ja oppimiseen ei ole yksiselitteinen. Computer and console games are an extremely popular form of entertainment among the young. Thus, integrating electronic games into school teaching would make sense. Gamification has shown to increase learning and motivation of students of various ages. In this study the effect of gamification on student motivation and learning was studied in high school biology. The data was collected in Spring 2018 in four different student groups. Total of 96 students participated in the study. The educational game used was the Kalapeli (in English: Fishgame), which demonstrates interactions between species in a lake ecosystem and effect of fishing on the fish stocks and other species in the lake. Students played the Kalapeli in small groups during two separate classes. Before the first and after the second class, students took part in a survey, which measured their motivation and learning. Students’ opinion on gamification was also asked with an open question in the end of the second survey. The game did not have an effect on students’ motivation. Most of the answers did not change significantly in the questions measuring student learning. The way games help to understand difficult subjects, are fun and motivate towards studying are all important features of gamification. Most popular bad features mentioned were the sometimes complicated nature of games and loosing focus in class. It can be concluded that gamification could work in high school biology, although its effect on students’ motivation and learning is not unambiguous.
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spellingShingle Auerniitty, Aarni Pelillistämisen vaikutus oppilaiden opiskelumotivaatioon ja oppimiseen biologian lukio-opetuksessa Kalapeli exploratory learning intervention Biologian opettajankoulutus Teacher education programme in Biology 4014 pelillistäminen tutkiva oppiminen opetuskokeilut pelit motivaatio biologia opetus opiskelumotivaatio
title Pelillistämisen vaikutus oppilaiden opiskelumotivaatioon ja oppimiseen biologian lukio-opetuksessa
title_full Pelillistämisen vaikutus oppilaiden opiskelumotivaatioon ja oppimiseen biologian lukio-opetuksessa
title_fullStr Pelillistämisen vaikutus oppilaiden opiskelumotivaatioon ja oppimiseen biologian lukio-opetuksessa Pelillistämisen vaikutus oppilaiden opiskelumotivaatioon ja oppimiseen biologian lukio-opetuksessa
title_full_unstemmed Pelillistämisen vaikutus oppilaiden opiskelumotivaatioon ja oppimiseen biologian lukio-opetuksessa Pelillistämisen vaikutus oppilaiden opiskelumotivaatioon ja oppimiseen biologian lukio-opetuksessa
title_short Pelillistämisen vaikutus oppilaiden opiskelumotivaatioon ja oppimiseen biologian lukio-opetuksessa
title_sort pelillistämisen vaikutus oppilaiden opiskelumotivaatioon ja oppimiseen biologian lukio opetuksessa
title_txtP Pelillistämisen vaikutus oppilaiden opiskelumotivaatioon ja oppimiseen biologian lukio-opetuksessa
topic Kalapeli exploratory learning intervention Biologian opettajankoulutus Teacher education programme in Biology 4014 pelillistäminen tutkiva oppiminen opetuskokeilut pelit motivaatio biologia opetus opiskelumotivaatio
topic_facet 4014 Biologian opettajankoulutus Kalapeli Teacher education programme in Biology biologia exploratory learning intervention motivaatio opetus opetuskokeilut opiskelumotivaatio pelillistäminen pelit tutkiva oppiminen
url https://jyx.jyu.fi/handle/123456789/64835 http://www.urn.fi/URN:NBN:fi:jyu-201906253421
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