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1.
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   

2.
The adoption and the effectiveness of game-based learning depend largely on the acceptance by classroom teachers, as they can be considered the true change agents of the schools. Therefore, we need to understand teachers' perceptions and beliefs that underlie their decision-making processes. The present study focuses on the factors that influence the acceptance of commercial video games as learning tools in the classroom. A model for describing the acceptance and predicting the uptake of commercial games by secondary school teachers is suggested. Based on data gathered from 505 teachers, the model is tested and evaluated. The results are then linked to previous research in the domains of technology acceptance and game-based learning.  相似文献   

3.
Based on the flipped‐classroom model and the potential motivational and instructional benefits of digital games, we describe a flipped game‐based learning (FGBL) strategy focused on preclass and overall learning outcomes. A secondary goal is to determine the effects, if any, of the classroom aspects of the FGBL strategy on learning efficiency. Our experiments involved 2 commercial games featuring physical motion concepts: Ballance (Newton's law of motion) and Angry Birds (mechanical energy conservation). We randomly assigned 87 8th‐grade students to game instruction (digital game before class and lecture‐based instruction in class), FGBL strategy (digital game before class and cooperative learning in the form of group discussion and practice in class), or lecture‐based instruction groups (no gameplay). Results indicate that the digital games exerted a positive effect on preclass learning outcomes and that FGBL‐strategy students achieved better overall learning outcomes than their lecture‐based peers. Our observation of similar overall outcomes between the cooperative learning and lecture‐based groups suggests a need to provide additional teaching materials or technical support when introducing video games to cooperative classroom learning activities.  相似文献   

4.
Stochastic Frontier Regression Analysis was used to investigate strategies and skills that are associated with the minimization of time required to achieve proficiency in video games among students in grades four and five. Students self-reported their video game play habits, including strategies and skills used to become good at the video games they play. Results indicated an association between game play time spent during vacation weeks and proficiency at the game, but no such association existed with game play time during typical weeks when school is in session. Several strategies and skills were associated with the minimization of time spent to achieve proficiency at the game, while a few strategies and skills held a negative association with efficient learning in games. Some of the findings paralleled those of prior research on formal education. Gender differences, as well as implications for games and learning are discussed.  相似文献   

5.
The positive and negative influences of violent/action games, henceforth called “action games”, remains controversial in the scholarly literature. Although debate continues whether action games influence aggressive behavior, little research has examined the influence of action games on civic engagement. The current study addresses this gap by examining the correlation between exposure to action games on civic engagement and on-line prosocial behavior in a sample of 873 teenagers. Results indicated that girls as well as teens who had parents who were more technologically savvy tended to engage in more civic behaviors. Exposure to action games predicted more prosocial behavior on-line, but did not predict civic engagement either positively or negatively. However, exposure to action games and parental involvement interacted to promote youth civic engagement. Action-game-playing-youth whose parents were involved in game play and supervision were most civically involved, compared to youth who did not play action games, or whose parents were less involved. These results indicated little support for the belief that exposure to violence in video games decreases prosocial behavior and/or civic engagement. Conversely some support was found for the possibility that playing action games is associated with small increased prosocial behavior and civic engagement in the real world, possibly due to the team-oriented multiplayer options in many of these games.  相似文献   

6.
This meta‐analysis investigated the effects of learning video games on mathematics achievement of PreK‐12th‐grade students compared with traditional classroom instructional methods. Results from the 24 collected studies showed heterogeneity among effect sizes, both in magnitude and direction. Using a random effects model, a small but marginally significant overall effect ( ) suggested that mathematics video games contributed to higher learning gains as compared with traditional instructional methods. In addition, moderator analyses were mixed in terms of statistical significance and explored effect‐size heterogeneity across effects using grade level, instrument type, length of game‐based intervention, country, publication type, and study year characteristics. Overall findings indicate that video games are a slightly effective instructional strategy for teaching mathematics across PreK‐12th‐grade levels.  相似文献   

7.
8.
Previous studies have pointed out that computer games could improve students’ motivation to learn, but these studies have mostly targeted teachers or students in elementary and secondary education and are without user adoption models. Because business and management institutions in higher education have been increasingly using educational simulation games in recent years, factors influencing the continuing use of business simulation games by higher-education students are worth probing into. This research adopted the technology acceptance model, expectation confirmation theory, and agency theory as its theoretical base. Moreover, learning motivation and classroom climate from the perspective of learning, as well as perceived attractiveness and perceived playfulness from the perspective of playfulness and attractiveness were also added to the final research model. A total of 185 valid student respondents in Taiwan’s higher education who have used business simulation games in their classes participated in the survey. The results show that perceived playfulness and learning performance positively influence students’ satisfaction, which further influence the intention to use computer simulation games. Furthermore, perceived ease of use and perceived attraction play a critical role in determining perceived playfulness. Perceived ease of use was also positively influenced by perceived attraction. The research results on the students’ perspective provide a strong support for the teachers to adopt or continue using computer simulation games in classrooms. However, the agency theory failed to be sustained as a useful tool in motivating students’ learning activities, which is worthy of further research.  相似文献   

9.
The aim of this study is to investigate current parental support for student learning with information technology (IT) in Hong Kong. A total of 3340 and 3656 parents and 539 and 440 primary school heads responded to two surveys in 2005/06 and 2006/07, respectively, in this cross-sectional study. The results show a persistent positive perception of and support for IT among educators and parents, which signify a solid foundation for the extension of student learning from the classroom to the home environment. The high level of expectation among school heads for parental support reflects the need for schools to initiate cooperation with parents to extend IT-supported learning to the home setting. The shift in parental apprehension from worry over the provision of IT facilities to worry over the cultivation of proper attitudes toward the use of IT reveals the importance of fostering information literacy in home–school collaboration.  相似文献   

10.
The progress registered in the use of video games as educational tools has not yet been successfully transferred to the classroom. In an attempt to close this gap, a framework was developed that assists in the design and classroom integration of educational games. The framework addresses both the educational dimension and the ludic dimension. The educational dimension employs Bloom’s revised taxonomy to define learning objectives and applies the classroom multiplayer presential game (CMPG) pedagogical model while the ludic dimension determines the gaming elements subject to constraints imposed by the educational dimension. With a view to validating the framework, a game for teaching electrostatics was designed and experimentally implemented in a classroom context. An evaluation based on pre/post testing found that the game increased the average number of correct answers by students participating in the experiment from 6.11 to 10.00, a result found to be statistically significant. Thus validated, the framework offers a promising basis for further exploration through the development of other games and fine-tuning of its components.  相似文献   

11.
Different methods can be used for learning, and they can be compared in several aspects, especially those related to learning outcomes. In this paper, we present a study in order to compare the learning effectiveness and satisfaction of children using an iPhone game for learning the water cycle vs. the traditional classroom lesson. The iPhone game includes multiple interaction forms and combined augmented reality (AR) mini‐games with non‐AR mini‐games. The traditional classroom lesson had the same learning content as the iPhone game. Thirty‐eight children participated in the study. The analyses showed that the children made significant learning gains about the water cycle, regardless of the method used. Even though the results showed that the iPhone method achieved higher knowledge results than the traditional classroom lesson, no statistically significant differences were found between the iPhone and the classroom lesson. When analysing the motivational outcomes, the results showed that the children found the iPhone game to be more satisfying than the classroom lessons. Since the iPhone game achieved similar learning results and a higher motivational effect than the classroom lesson, this suggests that games of this kind could be used as a tool in primary schools to reinforce students' lessons.  相似文献   

12.
One of the challenges facing us when we try to bring commercial materials such as video games into the classroom to be used as educational tools is to identify appropriate strategies of collaboration with teachers, families, and even industries. This paper explores how multimedia contexts can be created in which children become active participants in a digital universe where multiple technologies are present (so that video games are just one of several digital tools). We present several examples derived from specific projects carried out in formal and informal educational contexts, in action research and from ethnographical perspectives. As participant observers in and outside the classroom, we designed workshops as innovative educational contexts; all the sessions were video and audio recorded. Our analysis adopted a socio-cultural perspective. Several preliminary results clearly appeared: (a) Children playing commercial games inside and outside classrooms produce different writing texts depending of the context in which they are generated; (b) using video games combined with other digital technologies seems to be an effective way of introducing children to the content and structure of games considered as dynamic systems; (c) using and reflecting on video games in and outside the school, via discussions in digital media such as blogs or pictures, can contribute to the development of digital literacies as a way of using multimodal discourses. Our main goal at this moment is to design digital materials capable of supporting teachers’ and families’ use of games and in particular, to reveal the rules that organize their structure, codes and symbolic universe.  相似文献   

13.
Business simulation games are a motivational and engaging tool for teaching business management. However, relatively little is known about what factors contribute to their success. This study explores the role of flow experienced while using business simulation games. Specifically, this research investigates the influence of challenge, skills, feedback, and goal clarity on students' flow experience. It also explores the impact of flow on generic skills development, perceived learning, and satisfaction. Based on a survey of 167 undergraduate students who used a classroom‐based business simulation game, the findings show that the challenge provided by the game, students' skills to meet the challenge, and instant feedback positively influenced students' flow. Conversely, goal clarity did not foster the optimal experience. Flow positively impacted generic skills development, perceived learning, and satisfaction.  相似文献   

14.
以IPTV技术为支持的远程教育模式具有投入少且效果好的特点,在远程教育中发挥着越来越重要的作用.利用P2P和流媒体技术为支撑,设计和实现了具有IPTV交互特点的远程教育系统.该系统包括课后练习,测试以及答疑等学习活动,实现集在线学习,游戏娱乐,生活服务于一体的互动数字化教育,并有效解决实时课堂传输中视频质量的问题.  相似文献   

15.
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   

16.
During the past two decades, digital games have become an increasingly popular source of study for academics, educational researchers and instructional designers. Much has been written about the potential of games for teaching and learning, both in the design of educational/serious games and the implementation of off-the-shelf games for learning. Yet relatively little research has been conducted about how game culture and the enmeshed practice of play may impact classroom dynamics. The purpose of this study is to present a case study about how the use of World of Warcraft (WoW) as a teaching tool and medium of play impacted class dynamics in an undergraduate university-level course for game design. Specifically, this study will address how WoW’s game culture and the practice of play impacted (a) student-to-student dynamics and (b) class dynamics. The goal of this study is to explore some of the dynamics of play as a component of learning.  相似文献   

17.
The perpetuation of unrealistic body ideals by popular media has been linked to negative body image and self-esteem; however, the influence of video games has remained largely unexamined despite their growing popularity as a media form, particularly among men. The purpose of this study was to investigate whether playing video games that emphasize an unrealistic male body ideal has a negative impact on body satisfaction. Participants played a highly realistic video game for 45 min and then completed questionnaires measuring muscularity concerns and body image. Men randomized to the experimental group played the game with a character of exaggerated muscularity, whereas those randomized to the control group played with a character of average build. Men in the muscular condition reported significantly lower body satisfaction than men in the control condition. Considering the wide-spread use of video games, as well as the increasing muscularity of the ideal male body in popular culture, this finding could have important implications for the psychological well-being of men who regularly play video games. Further research should assess whether this lowered body satisfaction is maintained and to determine if negative behavioral consequences emerge.  相似文献   

18.
Video game goals are important features of video games. Player’s interaction with goals can not only shape the gaming experience by evoking cognitive and affective reactions in players, but also lead to learning outcomes. However, there are few empirical studies on the effects of interacting with game goals, and no previous research has manipulated goal setting. In two experimental studies, participants were randomly assigned to one of the following five conditions: self-set goal repetitive play, assigned goal repetitive play, no-set goal repetitive play, no-set goal single play, and no play. Results show that playing earthquake preparedness video games generates significant learning outcomes; playing repeatedly with self-set goals yields greater learning compared to playing once with no-set goals or not playing; and cognitive reactions mediates the relation between goal interaction and learning. Implications of the results for the design and evaluation of future video games for learning are explored.  相似文献   

19.
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   

20.
Employing a mixed-method explorative approach, this study examined the in situ use of and opinions about an educational computer game for learning English introduced in three schools offering different levels of freedom to choose school activities. The results indicated that the general behaviour of the children with the game was very different for each of the schools while there were no significant differences in subjective opinions or previous computer game experience as measured with a questionnaire. The gaming records and interviews informed that children do enjoy playing the game in comparison with other formal learning activities, but appreciate it less as a leisure-time activity. Furthermore it appears that children used to teacher-initiated activities tend to depend on their teacher’s directions for how and when to play. The study highlights the level of choice as one of the important aspects to consider when introducing a game in the classroom. The study also points out some suggestions for the design of educational games, such as providing communication possibilities between players and integrating fast-paced motor-skill based games with learning content in a meaningful way.  相似文献   

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