2017
DOI: 10.4018/ijgbl.2017040104
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Meaningful Gamification for Journalism Students to Enhance Their Critical Thinking Skills

Abstract: Training in critical thinking is essential for the professional development of journalism students. To achieve this goal, this study developed a gamified platform and a blended learning curriculum. During an 18-week experimental instruction period, a series of instructional activities, which included online discussions as well as classroom lectures and discussions, were conducted to enhance 32 journalism students' critical-thinking dispositions and skills. Repeated measure analysis of variance on test scores a… Show more

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Cited by 28 publications
(14 citation statements)
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“…To help users perceive the high affordance of visibility of achievement, the gamified IS usually displays users' achievements using game elements of levels, badges, and trophies. The visibility of achievement increases users' intrinsic motivation to join the activities (Huang and Yeh, 2017). Moreover, visibility of achievement also provides positive reinforcement for the targeted behaviors .…”
Section: Ga Satisfies Gft-directed Users' Demandsmentioning
confidence: 97%
“…To help users perceive the high affordance of visibility of achievement, the gamified IS usually displays users' achievements using game elements of levels, badges, and trophies. The visibility of achievement increases users' intrinsic motivation to join the activities (Huang and Yeh, 2017). Moreover, visibility of achievement also provides positive reinforcement for the targeted behaviors .…”
Section: Ga Satisfies Gft-directed Users' Demandsmentioning
confidence: 97%
“…Ennis (1995) said that critical thinking is logical and reasonable thinking that is focused on deciding what is believed and done. Critical thinking is the students' ability to analyze and evaluate the information to decide whether the information can be trusted so it used to draw valid conclusions (Albitz, 2007;Facione, 2011;Facione & Facione, 1996;Fithriyah, Sa'dijah, & Sisworo, 2016;Halpern, 1998;Huang & Yeh, 2017;Siew & Mapeala, 2016). Rasiman (2015) said that critical thinking is a mental process that is organized and plays a role in the decisionmaking process to solve the problem.…”
Section: Introductionmentioning
confidence: 99%
“…Furthermore, in addition to personal enjoyment feelings, gamification promotes interpersonal and human-computer interaction through game instructions and game elements that generate user stickiness and active and continuous engagement [33]. Meanwhile, users who were rewarded with virtual medals and official certificates in the game showed higher satisfaction and increasing the degree of motivation users have for achievement is one of the means to increase the gamification experience and help promote users' willingness to use it [34].…”
Section: The Mediating Role Of Continuity Of Usementioning
confidence: 99%