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1.
In this study, 154 students individually played a challenging physics video game for roughly 4 h. Based on time data for both solved and unsolved problems derived from log files, we created a game-based assessment of persistence that was validated against an existing measure of persistence. We found that the game-based assessment of persistence predicted learning of qualitative physics after controlling for gender, video game experience, pretest knowledge and enjoyment of the game. These findings support the implementation of a real-time formative assessment of persistence to be used to dynamically change gameplay.  相似文献   

2.
The primary aim of this study is to find out whether use of different self-debriefing modes affects learning from a game. In self-debriefing participants are led to reflect upon their game experiences by a set of debriefing questions. Two conditions were compared: Individual and Collaborative self-debriefing. The 45 participants first played the game of Lemonade Tycoon Deluxe, were tested for knowledge and self-debriefed in pairs or alone. Then they played the game once more and were tested again. Game scores increased significantly from the first to the second round of gameplay to an equal degree in both conditions. Knowledge scores of participants in individual self-debriefing increased significantly more than those of participants in the Collaborative condition. The study shows that game-based learning can be effectively scaffolded with self-debriefing. Future studies might investigate whether the type of self-debriefing differentially affects game motivation. In addition, attention to the role of feedback is called for.  相似文献   

3.
Educators today are increasingly interested in using game-based assessment to assess and support students' learning. In the present study, we investigated how changing a game design element, linearity in gameplay sequences, influenced the effectiveness of game-based assessment in terms of validity, reliability, fairness, learning, and enjoyment. Two versions of a computer game, Physics Playground (formerly Newton's Playground), with different degrees of linearity in gameplay sequences were compared. Investigation of the assessment qualities—validity, reliability, and fairness—suggested that changing one game element (e.g., linearity) could significantly influence how players interacted with the game, thus changing the evidentiary structure of in-game measures. Although there was no significant group difference in terms of learning between the two conditions, participants who played the nonlinear version of the game showed significant improvement on qualitative physics understanding measured by the pre- and posttests while the participants in the linear condition did not. There was also no significant group difference in terms of enjoyment. Implications of the findings for future researchers and game-based assessment designers are discussed.  相似文献   

4.
Building on the promise shown in game-based learning research, this paper explores methods for Game-Based Learning Assessments (GBLA) using a variety of educational data mining techniques (EDM). GBLA research examines patterns of behaviors evident in game data logs for the measurement of implicit learning—the development of unarticulated knowledge that is not yet expressible on a test or formal assessment. This paper reports on the study of two digital games showing how the combination of human coding with EDM has enabled researchers to measure implicit learning of Physics. In the game Impulse, researchers combined human coding of video with educational data mining to create a set of automated detectors of students' implicit understanding of Newtonian mechanics. For Quantum Spectre, an optics puzzle game, human coding of Interaction Networks was used to identify common student errors. Findings show that several of our measures of student implicit learning within these games were significantly correlated with improvements in external postassessments. Methods and detailed findings were different for each type of game. These results suggest GBLA shows promise for future work such as adaptive games and in-class, data-driven formative assessments, but design of the assessment mechanics must be carefully crafted for each game.  相似文献   

5.
Generally, high-school students have been characterized as bored and disengaged from the learning process. However, certain educational designs promote excitement and engagement. Game-based learning is assumed to be such a design. In this study, the concept of flow is used as a framework to investigate student engagement in the process of gaming and to explain effects on game performance and student learning outcome. Frequency 1550, a game about medieval Amsterdam merging digital and urban play spaces, has been examined as an exemplar of game-based learning. This 1-day game was played in teams by 216 students of three schools for secondary education in Amsterdam. Generally, these students show flow with their game activities, although they were distracted by solving problems in technology and navigation. Flow was shown to have an effect on their game performance, but not on their learning outcome. Distractive activities and being occupied with competition between teams did show an effect on the learning outcome of students: the fewer students were distracted from the game and the more they were engaged in group competition, the more students learned about the medieval history of Amsterdam. Consequences for the design of game-based learning in secondary education are discussed.  相似文献   

6.
This paper describes the process and results of an evaluation on an online game-based learning environment (GBLE) by focusing on learners’ motivational processing and cognitive processing. The goal is to explore how online GBLE might initiate and support learners’ goal-setting activities and impact learners’ cognitive loads. The study surveyed 144 undergraduate students after their autonomous participation in the online game available at the Nobel Prize Foundation website teaching the Heckscher-Ohlin Theory on international trade. Grounded in the integrative theory of motivation, volition, and performance (MVP), the evaluation indicated that participants felt significantly confident in learning the subject. The perceived satisfaction, however, was lower than the rest of motivational components possibly due to heavy cognitive processing. The finding of cognitive load reported that learners perceived a significantly higher level of intrinsic load than the germane load due to the novelty of the subject matter. Data analysis further indicated a significant canonical correlation between learners’ motivational and cognitive processing. This particular finding could inform future research to investigate specific motivational processing components’ effects on learners’ cognitive load levels in online GBLEs.  相似文献   

7.
In recent years, customization and personalization were widely applied to accommodate the needs of different cognitive style groups. Such two approaches have different advantages and disadvantages but there is a lack of studies to compare these two approaches from the perspective of game-based learning, which is currently popular in educational settings. To this end, we developed a customized game-based learning system and a personalized game-based learning system and conducted two empirical studies to examine how cognitive styles affected learner's reactions to these two game-based learning systems. The results from the customized game-based learning system showed that Holists might not always favor to listen to music because they frequently switched on/off music. On the other hand, Serialists did not prefer to use hints. In addition, learners with the customized game-based learning system had more positive perceptions while learners with the personalized game-based learning system had more negative perceptions though both systems were useful to enhance learners' learning performance, regardless of their cognitive styles.  相似文献   

8.
The present study addresses the effectiveness of an educational mathematics game for improving proportional reasoning in students from prevocational education. Though in theory game-based learning is promising, research shows that results are ambiguous and that we should look into ways to support game-based learning. The current study explored two factors (i.e., collaboration and competition) that have been associated with motivational and cognitive effects, and have potential to optimize game-based learning. In a fully crossed design, four conditions were examined: collaboration and competition, collaboration control, competition control, and control. It was found that, over all, gameplay did improve students' proportional reasoning skills but that learning effects did not differ between conditions. However, when students’ ability levels were taken into account, an interaction between collaboration and competition was found. For below-average students, the effect of collaboration was modified by competition, showing a negative effect of competition on domain knowledge gains in a collaborative learning situation. In contrast, for above-average students, the data demonstrated a trend that suggests a positive effect of competition on domain knowledge gain in a collaborative learning situation.  相似文献   

9.
In this paper, we investigate the impact of flow (operationalized as heightened challenge and skill), engagement, and immersion on learning in game-based learning environments. The data was gathered through a survey from players (N = 173) of two learning games (Quantum Spectre: N = 134 and Spumone: N = 40). The results show that engagement in the game has a clear positive effect on learning, however, we did not find a significant effect between immersion in the game and learning. Challenge of the game had a positive effect on learning both directly and via the increased engagement. Being skilled in the game did not affect learning directly but by increasing engagement in the game. Both the challenge of the game and being skilled in the game had a positive effect on both being engaged and immersed in the game. The challenge in the game was an especially strong predictor of learning outcomes. For the design of educational games, the results suggest that the challenge of the game should be able to keep up with the learners growing abilities and learning in order to endorse continued learning in game-based learning environments.  相似文献   

10.
Emotion has been identified as an important predictor of creativity, but little attention has been put on investigating how emotion, especially that considers regulation focus, may dynamically influence male and female students' creativity in game-based situations. To explore the dynamic relationship between various types of emotions and creativity during game playing, 266 college students were included and the Creativity Game-based Evaluation System (CGES) was developed in this study. Four types of emotions integrating perspectives of valence (positive vs. negative), activation (high vs. low), and regulatory focus (prevention vs. promotion) were investigated in this study: the positive-low activation-prevention emotion (P-L-Pre) (calm and relaxed), the positive-high activation-promotion emotion (P-H-Pro) (happy and elated), the negative-high activation-prevention emotion (N-H-Pre) (nervous and anxious), and the negative-high activation-promotion emotion (N-H-Pro) (frustrated and angry). The results revealed that, although there was a slight gender difference in game-based creativity, the prediction patterns of emotions in game-based creativity were very similar among participants with different genders. Specifically, emotions during game playing can better predict creativity than those of the baseline; moreover, the P-H-Pro emotion can facilitate performance on creativity, whereas the N-H-Pro emotion can decrease creativity performance. Thus, providing appropriate challenges to induce highly-activated and promotion-focused positive emotions are critical for the success of games designed to improve creativity.  相似文献   

11.
A mobile and multimedia game designed for History education was analyzed in terms of how it is designed and how it was applied as a narrative learning environment. In History education, narrative can be argued to be very useful to overcome fragmentation of the knowledge of historical characters and events, by relating these with meaningful connections of temporality and sequence (storification). In the game studied, students explore the history of Amsterdam by walking in the city, experiencing characters, buildings, and events, while using UMTS/GPS phones for communication and exchange of information. The History game was played during one day by 216 students, spread over 10 secondary school classes, in groups of four or five students. All information exchanged during the games was collected, and the game play and introduction of the game was observed by team coaches and researchers. The design of the game as well as the actual gaming process was analyzed with respect to how it evoked three types of storification: receiving (spectator), constructing (director) and participating in (actor) the story. Results show that the game evoked a mixture of these three types of storification. Moreover, these types of storification processes differently affected students’ engagement. Participating in the story evoked high activity in the game but less awareness of the whole story, whereas constructing the story triggered awareness of the whole story. Compared to receiving the story, both these types positively affected the engagement of the students being active and motivated during the game.  相似文献   

12.
Many recent studies have reported the benefits of educational computer games in promoting students' learning motivations. On the other hand, however, the effect of digital game-based learning in improving students' learning performance has been questioned. Several previous studies have reported that without properly integrating learning strategies into gaming scenarios, the effectiveness of educational computer games could be limited, or may be even worse than that of the conventional technology-enhanced learning approach. In this study, a concept map-embedded gaming approach is proposed for developing educational computer games by integrating concept mapping as part of the gaming scenarios to help students organize what they have learned during the game-based learning process. Moreover, a role-playing game has been developed for an elementary school natural science course based on the proposed approach. From the experimental results, it is found that the concept map-embedded gaming approach can significantly improve the students' learning achievement and decrease their cognitive load. Moreover, the students who learned with the proposed approach revealed a significantly higher degree of perceived usefulness than those who learned with the conventional game-based learning approach.  相似文献   

13.
This meta-analysis investigates the relative effectiveness of game-based science learning against other instructional methods (Gameplay design) as well as against science game variants enriched with mechanisms (Game-mechanism design). An overall medium effect size for Gameplay design (k = 14, Nes = 14, gRE = 0.646, p = .000), and an overall small-to-medium effect size for Game-mechanism design (k = 12, Nes = 13, adjusted gRE = 0.270, p = .001) are reported. Further, the results of subgroup analyses suggest that students across educational levels all significantly benefit from game-based science learning although there is no significant difference between the subgroup mean effects. Further, learning and gaming mechanisms play equal roles significantly increasing students' scientific knowledge gains. With these promising results, however, high variance within the subgroups of educational levels and those of gaming mechanisms indicate that gaming mechanisms should be developed with care to meet students' different needs in different educational levels.  相似文献   

14.
Virtual interactive student-oriented learning environment (VISOLE) is a game-based constructivist pedagogical approach that encompasses the creation of an online interactive world modeled upon a set of interdisciplinary domains, in which students participate as “citizens” to take part cooperatively and competitively in shaping the development of the virtual world as a means to construct their knowledge and skills. FARMTASIA is the first online game designed using the VISOLE philosophy, encompassing the subject areas of biology, government, economics, technology, production system and natural environment. The “virtual world” deployed is a farming system covering the domains of cultivation, horticulture and pasturage, situated in a competitive economy governed by good public policies. The design and implementation of FARMTASIA pursue three vital principles. The first one is to make the game as realistic as possible so that students can learn in a near-real life environment; the second one is to inject motivational elements so that students can sustain to learn and acquire various knowledge and skills with the game; and the third one is to make easy for teachers to conduct various VISOLE facilitation tasks. According to our exploratory educational study, we show evidentially that positive perceptions and an advancement of subject-specific and interdisciplinary knowledge appeared among the students who participated in VISOLE learning with FARMTASIA.  相似文献   

15.
The use of educational games in learning environments is an increasingly relevant trend. The motivational and immersive traits of game-based learning have been deeply studied in the literature, but the systematic design and implementation of educational games remain an elusive topic. In this study some relevant requirements for the design of educational games in online education are analyzed, and a general game design method that includes adaptation and assessment features is proposed. Finally, a particular implementation of that design is described in light of its applicability to other implementations and environments.  相似文献   

16.
Game-based learning and 21st century skills have been gaining an enormous amount of attention from researchers and practitioners. Given numerous studies support the positive effects of games on learning, a growing number of researchers are committed to developing educational games to promote students’ 21st century skill development in schools. However, little is known regarding how games may influence student acquisition of 21st century skills. This paper examines the most recent literature in regard to game-based learning and identified 29 studies which targeted 21st century skills as outcomes. The range of game genres and game design elements as well as learning theories used in these studies are discussed, together with the range of indicators, measures and outcomes for impacts on 21st century skills. The findings suggest that a game-based learning approach might be effective in facilitating students’ 21st century skill development. The paper also provides valuable insights for researchers, game designers, and educators in issues related to educational game design and implementation in general.  相似文献   

17.
One of the central challenges of integrating game-based learning in school settings is helping learners make the connections between the knowledge learned in the game and the knowledge learned at school, while maintaining a high level of engagement with game narrative and gameplay. The current study evaluated the effect of supplementing a business simulation game with an external conceptual scaffold, which introduces formal knowledge representations, on learners' ability to solve financial-mathematical word problems following the game, and on learners' perceptions regarding learning, flow, and enjoyment in the game. Participants (Mage = 10.10 years) were randomly assigned to three experimental conditions: a “study and play” condition that presented the scaffold first and then the game, a “play and study” condition, and a “play only” condition. Although no significant gains in problem-solving were found following the intervention, learners who studied with the external scaffold before the game performed significantly better in the post-game problem-solving assessment. Adding the external scaffold before the game reduced learners' perceived learning. However, the scaffold did not have a negative impact on reported flow and enjoyment. Flow was found to significantly predict perceived learning and enjoyment. Yet, perceived learning and enjoyment did not predict problem-solving and flow directly predicted problem solving only in the “play and study” condition. We suggest that presenting the scaffold may have “problematized” learners' understandings of the game by connecting them to disciplinary knowledge. Implications for the design of scaffolds for game-based learning are discussed.  相似文献   

18.
Affordable and accessible Internet has changed the way video games are played, allowing individuals to connect worldwide in shared gaming spaces. On the surface participation within these environments may seem socially beneficial, as these highly social, playful spaces allow players to connect, interact with, and learn from others. However, there is a growing concern that increased participation within online gaming environments comes with a wide variety of social consequences, contributing to numerous losses in ‘offline’ sociability. While considerable research has examined these claims, consistent relationships between social competence and online video game involvement have yet to be established. The current work (N = 515) aimed to examine the extent to which online video game involvement may support, or undermine, the development and maintenance of traditional social skills. The results indicate that there are unique relationships between social skills and video game involvement within online gaming populations. However, among online video game players, these links were not as negative or broad as hypothesized. The results of this assessment dispute the anecdotal attribution of a global level of social ineptitude amongst online video game players and provide insight into the potential effects of online video game play on skill development and maintenance.  相似文献   

19.
In today’s unstable market economy, individuals have to be skilled to work efficiently in constantly changing and complex situations. Thus, graduate students have to be trained to cope with unpredictable situations before they enter the workforce. They need to exercise occupational skills, such as leadership skills, during higher education. Simulation gaming opens up possibilities for active learning of the leadership and other occupational skills needed in complex work environments. The aim of this study is to explore if participation in business simulation gaming sessions can make different leadership types visible and if the simulation gaming sessions provide students with experiences beneficial for the development of leadership skills. In the experiment, a group of multicultural graduate business students (N = 41) participated in gaming sessions with a computerised business simulation game. The participants played the game in virtual teams; some teams had a “satellite member” geographically distant from the rest of the team members. Data consist of the teams’ observations during the simulation game and students’ reflective essays written after the gaming sessions. The results indicate that in the business simulation gaming environment, certain leadership characteristics emerged spontaneously. Experiences about leadership varied between the teams and were dependent on the role individual students had in their team. However, it can be concluded that simulation gaming environment has the potential to be used in higher education to exercise the leadership skills relevant in real-world work contexts.  相似文献   

20.
Does the immersive design of an educational gaming environment affect learners’ virtual presence and how much do they learn? Does virtual presence affect learning? This study tries to answer these questions by examining the differences in virtual presence and learning outcomes in two different computer-based multimedia environments: a gaming environment with high immersive design vs. hypertext learning environment with low immersive design. As the main focus, the effect of virtual presence on learning is also explained and tested. By identifying virtual presence as a variable that may determine learning, it is argued that computer gaming environments present a new challenge for researchers to investigate, particularly, the effects of virtual presence on the immersive design of games in order to help designers to predict which instructional configurations will maximize learning performance. In general, results revealed that the high-immersive gaming environment leads to the strongest form of virtual presence but also decreased learning. Although regression analyses indicate that virtual presence positively influences trivial- and non-trivial learning outcomes, learners who learned in a low-immersive environment outperformed the gaming group. A mediation analysis showed that the relation between virtual presence and non-trivial learning outcomes is partly mediated through increased cognitive load.  相似文献   

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