Students' Learning Outcomes Influenced by Textbook Selection: A Gamification Method Using Eye-Tracking Technology

被引:0
|
作者
Chou, Ju [1 ]
Zhao, Bryan [2 ]
Hoyt, Gene [1 ]
Silva, Sheri [1 ]
机构
[1] Florida Gulf Coast Univ, Ft Myers, FL 33965 USA
[2] Northwestern Univ, Evanston, IL 60208 USA
来源
关键词
e-textbook; learning outcomes; eye tracking; gamification; E-BOOKS; FACULTY;
D O I
10.1007/978-3-031-35979-8_2
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
In today's society, how humans go about their daily lives is becoming more and more intertwined with digital culture, online networks, and social media. In the contemporary era, students are leaning more towards e-learning and online textbooks compared to physical texts. E-textbooks will be here to stay, and this has raised questions about whether they will replace traditional textbooks indefinitely for the near future. In order for e-textbooks to remain relevant, these digitized textbooks must meet the needs of both students and teachers naturally. This study will utilize eye-tracking technology to present an innovative gamified approach to measure and assess the real-time learning process and learning outcomes from undergraduate students, to compare the effectiveness of three types of textbooks. The results conducted from a pilot study shows positive learning outcomes from the e-textbook reading. Implications for both academic research and practice, as well as suggestions for future studies will be discussed.
引用
收藏
页码:17 / 29
页数:13
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