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1.
The unprecedented growth in numbers of children playing computer games has stimulated discussion and research regarding what, if any, educational value these games have for teaching and learning. The research on this topic has primarily focused on children as players of computer games rather than builders/constructors of computer games. Recently, several game companies, such as BioWare Corp. and Bethesda Softworks, have released game story creation tools to the public, along with their games. However, a major obstacle to using these commercial tools is the level of programming experience required to create interactive game stories. In this paper, we demonstrate that a commercial game story construction tool, BioWare Corp.’s Aurora Toolset, can be augmented by our new tool, ScriptEase, to enable students in two grade ten English classes to successfully construct interactive game stories. We present evidence that describes the relationship between interactive story authoring and traditional story authoring, along with a series of factors that can potentially affect success at these activities: gender, creativity, intellectual ability, previous experiences with programming, time playing computer games, and time spent online. Results indicate that students can successfully construct sophisticated interactive stories with very little training. The results also show no gender differences in the quality of these interactive stories, regardless of programming experience or the amount of time per week playing computer games or participating in general online activities, although a subset of female students did show a slightly higher level of performance on interactive story authoring. In the educational context of this study, we show that ScriptEase provides an easy-to-use tool for interactive story authoring in a constructionist learning environment.  相似文献   

2.
In this study the effects of two different interactive learning tasks, in which simple games were included were described with respect to student motivation and deep strategy use. The research involved 235 students from four elementary schools in The Netherlands. One group of students (N = 128) constructed their own memory ‘drag and drop’ game, whereas the other group (N = 107) played an existing ‘drag and drop’ memory game. Analyses of covariance demonstrated a significant difference between the two conditions both on intrinsic motivation and deep strategy use. The large effect sizes for both motivation and deep strategy use were in favour of the construction condition. The results suggest that constructing a game might be a better way to enhance student motivation and deep learning than playing an existing game. Despite the promising results, the low level of complexity of the games used is a study limitation.  相似文献   

3.
在中职学校,计算机是一门很重要的学科。由于中职学生基础参差不齐,学习的积极性普遍不高,热衷网络游戏,加上计算机学科内容繁多,教师教学中很难充分调动他们的学习积极性,要想取得理想的教学效果是十分不容易的。因而,在中职计算机的教学过程中,教师应当将中职学生们所钟情的游戏环节运用到教学过程中,提升学生的学习能力和职业能力。本文针对中职学生的学习能力和计算机教学的现状,以实践教学为依据,对游戏教学法的定义、分类和意义进行介绍,并探索了游戏教学法的实施和运用。  相似文献   

4.
Games-based learning has captured the interest of educationalists and industrialists who seek to exploit the characteristics of computer games as they are perceived by some to be a potentially effective approach for teaching and learning. Despite this interest in using games-based learning there is a dearth of empirical evidence supporting the validity of the approach covering the wider context of gaming and education. This study presents a large scale gaming survey, involving 887 students from 13 different Higher Education (HE) institutes in Scotland and the Netherlands, which examines students' characteristics related to their gaming preferences, game playing habits, and their perceptions and thoughts on the use of games in education. It presents a comparison of three separate groups of students: a group in regular education in a Scottish university, a group in regular education in universities in the Netherlands and a distance learning group from a university in the Netherlands. This study addresses an overall research question of: Can computer games be used for educational purposes at HE level in regular and distance education in different countries? The study then addresses four sub-research questions related to the overall research question:
  • •What are the different game playing habits of the three groups?
  • •What are the different motivations for playing games across the three groups?
  • •What are the different reasons for using games in HE across the three groups?
  • •What are the different attitudes towards games across the three groups?
To our knowledge this is the first in-depth cross-national survey on gaming and education. We found that a large number of participants believed that computer games could be used at HE level for educational purposes and that further research in the area of game playing habits, motivations for playing computer games and motivations for playing computer games in education are worthy of extensive further investigation. We also found a clear distinction between the views of students in regular education and those in distance education. Regular education students in both countries rated all motivations for playing computer games as significantly more important than distance education students. Also the results suggest that Scottish students aim to enhance their social experience with regards to competition and cooperation, while Dutch students aim to enhance their leisurely experience with regards to leisure, feeling good, preventing boredom and excitement.  相似文献   

5.
Although the value of serious games in education is undeniable and the potential benefits of using video games as ideal companions to classroom instruction is unquestionable, there is still little consensus on the game features supporting learning effectiveness, the process by which games engage learners, and the types of learning outcomes that can be achieved through game play. Our aim in this discussion is precisely to advance in this direction by providing evidence of some of the factors influencing the learning effectiveness of a serious game called It’s a Deal! This serious game was created for the purpose of teaching intercultural business communication between Spaniards and Britons in business settings in which English is used as the lingua franca. This paper hypothesizes that the immersive, all-embracing and interactive learning environment provided by the video game to its users may contribute to develop and enhance their intercultural communicative competence. The study attempts to answer three main research questions: (a) after playing It’s a Deal!, did the students sampled improve their intercultural awareness, intercultural knowledge and intercultural communicative competence in business English? (b) If they improved their intercultural learning, what are the factors influencing such improvement? And (c) if they did not improve their intercultural learning, what are the factors influencing such failure? The game participants who volunteered to take part in the study were all students of English Studies at the University of Alicante in the academic year 2010-2011. One hundred and six students completed both the pre-test and the post-test questionnaires, and played It’s a Deal! A sample of fifty students was selected randomly for the empirical study. The results obtained in the tests performed were compared and contrasted intra-group, both qualitatively and quantitatively, for the purpose of finding any statistically significant difference that may confirm whether or not there was an improvement in the students’ intercultural communicative competence in business English as a result of the implementation of the It’s a Deal! serious game. Findings of this study demonstrate that the video game is an effective learning tool for the teaching of intercultural communication between Spaniards and Britons in business settings in which English is used as the lingua franca. In particular, whereas the game had a small learning effect on intercultural awareness and a medium learning effect on intercultural knowledge, it had a large learning effect on intercultural communicative competence. The study also documents correlating factors that make serious games effective, since it shows that the learning effectiveness of It’s a Deal! stems from the correct balance of the different dimensions involved in the creation of serious games, specifically instructional content, game dimensions, game cycle, debriefing, perceived educational value, transfer of learnt skills and intrinsic motivation.  相似文献   

6.
Computer games that adaptively adjust difficulty are used to continuously challenge players according to their abilities. The adjustment of difficulty occurs automatically in response to a game's ongoing assessment of a player's performance. This approach to difficulty adjustment is likely to be of value in educational computer games as a means of scaffolding learning for students. However, there is limited research evaluating the effectiveness of educational computer games with adaptive difficulty adjustment when compared to non-adaptive difficulty adjustment. To expand on this research a quasi-experimental study was designed to isolate the impact of the difficulty adjustment game element on motivation and learning. A total of 234 secondary school students were allocated to one of three activities involving learning about Spanish cognates: an adaptive difficulty adjustment game, an incremental difficulty adjustment game that was non-adaptive, and a written activity. The three learning activities were designed following the same learning and motivation theories. The two games were identical apart from the difficulty adjustment mechanism. The results for motivation indicated that all students experienced high levels and there was no significant difference between the three learning activities. The pre- and post-tests results for learning indicated that significantly higher learning outcomes were achieved by students who played the adaptive game. Analysis of a game log recording the correctness of students' responses indicated that the adaptive difficulty adjustment game, in contrast to the non-adaptive incremental difficulty adjustment game, provided a scaffolding structure to enhance student learning.  相似文献   

7.
本文主要针对交互性教学在计算机远程教育中的意义进行了分析,并提出了要正确地发挥教师引导作用;加强学生与教师的沟通交流;增加交互媒介的应用;计算机远程教育学习环境的建设等措施,来增强在计算机远程教育中交互性教学的应用。  相似文献   

8.
Video games are often regarded as promising teaching and learning tools for the 21st century. One of the main arguments is that video games are appealing to contemporary students. However, there are indications that video game acceptance cannot be taken for granted. In this study, a path model to examine and predict student acceptance of video games is proposed, and empirically tested by involving 858 secondary school students. The results show that students’ preference for using video games in the classroom is affected directly by a number of factors: the perceptions of students regarding the usefulness, ease of use, learning opportunities, and personal experience with video games in general. Gender effects are found as well, but appear to be mediated by experience and ease of use.  相似文献   

9.
In this paper, we introduce an electronic collaborative learning environment based on Interactive Instructors of Recreational Mathematics (IIRM), establishing an alternative approach for motivating students towards mathematics. The IIRM are educational software components, specializing in mathematical concepts, presented through recreational mathematics, conceived as interactive, recreation-oriented learning objects, integrated within the environment. We present the architecture of the learning environment which integrates communication services that support the interaction processes of the learning community, through instant messaging, chat rooms, and multi-player math games. Through the environment’s interface of their personal workspace, students have access to several easy-to-use mechanisms that allows them to customize its content, its layout, and its appearance. At internal levels, the functionality of IIRM is enhanced with features supported by the environment infrastructure. We evaluated different aspects of the learning environment in three short, motivation-oriented math courses given to Mexican high-school students. The results indicate that the use of the IIRM-based electronic learning environment, positively affects student attitudes towards mathematics. We believe that this approach has the potential to promote the mathematics learning process, basically on its motivational aspects.  相似文献   

10.
The purpose of this study is to explore the effect of a pedagogical model of digital games on students' scientific competencies that are advocated by the Programme for International Student Assessment (PISA). As a single game-based learning strategy may not be enough to enhance such competencies, the online game in the current study incorporated the design of the proposed pedagogical gamification, assessment, modeling, and enquiry (GAME) model. The participants were 69 sixth grade students at one primary school in Taiwan. A quasi-experimental design was adopted. The experimental group students learned with the GAME model, whereas the comparison group students only learned with traditional learning way. The results showed that the learning gain in scientific competencies of the experimental group was better than those of the comparison group. This study revealed that the GAME model has potential to promote students' PISA scientific competencies. It is suggested that the integral GAME model may serve as one kind of strategies to enhance students' scientific competencies.  相似文献   

11.
This paper provides a rationale for a class of mobile, casual, and educational games, which we call UbiqGames. The study is motivated by the desire to understand how students use educational games in light of additional distractions on their devices, and how game design can make those games appealing, educationally useful, and practical. In particular, we explain the choices made to build an engaging and educational first example of this line of games, namely Weatherlings. Further, we report results from a pilot study with 20 students that suggest that students are engaged by the game and are interested in learning more about academic content topics, specifically weather and climate, after playing the game. Research should continue to determine whether Weatherlings specifically does increase learning in these areas, and more generally to determine whether any learning gains and similar results with regard to engagement can be replicated in other content areas following the general model for game design.  相似文献   

12.
本文主要简单的介绍了网络远程教学的内容,对有效交互技术的相关内容和特点进行了分析,研究将有效交互技术引入网络远程教学中的重要性,探讨网络远程教学中交互技术应用和设计的原则,以思考在交互技术上实施网络远程教学活动的有效措施,从而保障网络远程教学质量。据此,有利于培养学生对网络远程学习的兴趣,充分发挥交互技术的作用,以提高学生的学习效果,实现网络远程教学效益最大化。  相似文献   

13.
基于windows的多鼠标应用程序设计是一个全新的开发领域,其核心内容是在一台计算机上同时支持多个鼠标。它在计算机辅助教育、计算机协同设计和游戏开发等方面孕育着巨大的市场前景。对于一些经济困难的学校,在单台计算机上同时使用多个鼠标,不但可以节约大量的资金,还可以显著提高学生的学习兴趣和合作意识。本文详细介绍基于multipoint的多鼠标应用程序的起源、概念和设计方法。最后,本文设计了一个多鼠标模式计算机辅助学习实验,实验证明多鼠标模式可显著提高学生的学习效率。  相似文献   

14.
Basic competence in research methods and statistics is core for many undergraduates but many students experience difficulties in acquiring knowledge and skills in this area. Interest has recently turned to serious games as providing engaging ways of learning. The CHERMUG project was developed against this background to develop games to support students in learning about research methods and statistics. As a first step in designing the CHERMUG games a narrative literature review was carried out to establish whether similar games, animations and simulations already existed. Search terms used in the literature review included varied terms for digital games, simulations and animations, terms relevant to the twin goals of learning and engagement in games and terms for research methods and statistics. Application of the inclusion criteria led to 26 papers which were considered relevant. Synthesis of the papers suggested that there is reason to be optimistic that a game-based approach might be effective in learning in this area.  相似文献   

15.
Knowing students' learning styles allows us to improve their experience in an educational environment. Particularly, the perception style is one of the most important dimensions of the learning styles since it describes the way students perceive the world as well as the kind of learning content they prefer. Several approaches to detect students' perception style according to Felder's model have been proposed. However, these approaches exhibit several limitations that make their implementation difficult. Thus, we propose a novel approach to detect the perception style of a student by analyzing his/her interaction with games, namely puzzle games. To carry out this detection, we track how students play a puzzle game and extract information about this interaction. Then, we train a Naive Bayes Classifier to infer the students' perception style by using the information extracted. We have evaluated our proposed approach with 47 Computer Engineering students. Experimental results showed that the perception style was successfully predicted through the use of games, with an accuracy of 85%. Finally, we conclude that games are a promising environment where the students' perception style can be detected.  相似文献   

16.
随着现代多媒体技术的蓬勃发展,计算机游戏成为人们闲余时间里一种美好的娱乐体验和精神享受。游戏可能给未成年人的身心健康发展带来不利影响,在教育中却不能只“堵”不“疏”,有必要重新思考电脑游戏存在的合理性及价值。引入电脑游戏中的对象元素来促进和创新Flash《动画制作》课堂教学,创设一种“玩中学”的学习情境,从而增强学生学习兴趣,活跃课堂气氛,提升教学效率。  相似文献   

17.
Nurturing children into thinking creatively needs to take account of what interest them. Therefore, the study conducted engaged students with computer games development as it corresponded with the young generation’s habits and interests. This was done with the purpose to enhance the creative process experienced by students. It involved 69 Malaysian form one (grade seven) students, aged 13–14 year-old. Appreciative learning approach, which consisted of discover, dream, design and destiny stages, was applied in treatment group whiles control group applied self-paced learning, followed by do-it-yourself session. Findings showed students in treatment group gained accelerated mean score in creative process experienced on the second week and stabilized thereafter for the following weeks. These mean scores were significantly higher than control group, throughout the study. Although students in control group exhibited significantly lower mean scores in creative process, yet these mean scores gradually getting higher and higher each week significantly. As a conclusion, appreciative learning approach contributes significantly on the level of creative process experienced by students. However, creative process experienced did not happen in a clear-cut order of inspiration, clarification, evaluation, distillation, incubation, perspiration (ICEDIP). In addition, it is not true that without appreciative learning approach, students will not experience any creative process. Creative process happens all the time when the mind is active but the level can be accelerated by appropriate pedagogical approach. Caution is warranted, as this article is just part of the action research being carried out in applying appreciative learning approach as a teaching practice in computer games development class.  相似文献   

18.
It is important to develop an understanding of children’s engagement and choices in learning experiences outside of school as this has implications for their development and orientations to other learning environments. This mixed-methods study examines relationships between the genres of video games children choose to play and the learning strategies they employ to improve at these games. It also explores students’ motivations for playing the games they choose to play. One hundred eighteen fourth- and fifth-grade students participated in this study. Qualitative analyses of student responses resulted in a model for classifying motivation for game choices. Children primarily cite reasons that can be classified as psychological or cognitive reasons for choosing to play certain video games, and are motivated by the challenge and thinking required in the games. Analyses using Chi-square tests of association demonstrated significant relationships between video game genre and learning strategy used for two of the six learning strategies (p < .05). Children playing action games are more likely to use repetition to learn the game and children playing adventure games are more likely to use their imaginations to take on the role of the character in the game and think the way the character would to make decisions in the game. There were also several gender differences in learning preferences.  相似文献   

19.
20.
Interactive graphics are commonly used in games and have been shown to be successful in attracting the general audience. Instead of computer games, animations, cartoons, and videos being used only for entertainment, there is now an interest in using interactive graphics for ‘innovative testing’. Rather than traditional pen‐and‐paper tests, audio, video and graphics are being conceived as alternative means for more effective testing in the future. In this paper, we review some examples of graphics item types for testing. As well, we outline how games can be used to interactively test concepts; discuss designing chemistry item types with interactive 3D graphics; suggest approaches for automatically adjusting difficulty level in interactive graphics based questions; and propose strategies for giving partial marks for incorrect answers. We study how to test different cognitive skills, such as music, using multimedia interfaces; and also evaluate the effectiveness of our model. Methods for estimating difficulty level of a mathematical item type using Item Response Theory (IRT) and a molecule construction item type using Graph Edit Distance are discussed. Evaluation of the graphics item types through extensive testing on some students is described. We also outline the application of using interactive graphics over cell phones. All of the graphics item types used in this paper are developed by members of our research group.  相似文献   

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