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Students' Learning Styles and Preferences in a Gamification-enhanced Partially Flipped Classroom: A Q-Methodology Study
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Students' Learning Styles and Preferences in a Gamification-enhanced Partially Flipped Classroom: A Q-Methodology Study

Educational technology & society, 卷.26(3), 頁碼.141-154
01/07/2023
Web of Science ID: WOS:001033730800011

摘要

Education & Educational Research Social Sciences
The aim of this Q-study was to identify and categorize learners' learning styles and preferences with regard to the incorporation of gamification-enhanced activities in a partially flipped gamified classroom during a Taiwan university eighteen week's Introduction to Marketing course. Q-methodology was used because it identifies assorted viewpoints subjectively and analyzes them statistically. Twenty-six students were surveyed and asked to rank thirty statements according to their perception of the teaching method used. A factor analysis and a correlation test were used to identify both the factors involved and the individuals with whom they were highly correlated. Three factors were identified: Factor A - Engaged Achiever, Factor B - Self-motived Explorer, and Factor C - Interactive Designer, each of which represented participants with similar perceptions. These multiple learning styles and perspectives present both challenges and opportunities in business education.

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