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The effects of computer-based games and collaboration in large groups vs. collaboration in pairs or traditional methods
Affiliation:1. Instituto Universitario de Automática e Informática Industrial, Universitat Politècnica de València, Camino de Vera, s/n, 46022 Valencia, Spain;2. AIJU, Ibi, Alicante, Spain;3. Departamento de Sistemas Informáticos y Computación, Universitat Politècnica de València, Camino de Vera, s/n, 46022 Valencia, Spain;1. Department of Neurology, University Hospital “12 de Octubre”, Madrid, Spain;2. Centro de Investigación Biomédica en Red sobre Enfermedades Neurodegenerativas (CIBERNED), Spain;3. Department of Medicine, Complutense University, Madrid, Spain;4. Department of Neurology, Yale School of Medicine, Yale University, New Haven, CT, USA;1. Moray House School of Education, The University of Edinburgh, Edinburgh, UK;2. School of Informatics, The University of Edinburgh, Edinburgh, UK;3. Department of Statistics and Actuarial Science, Simon Fraser University, Burnaby, Canada;4. School of Interactive Arts and Technology, Simon Fraser University, Surrey, Canada;1. Servicio de Reumatología, Hospital Clínic de Barcelona-IDIBAPS, Barcelona, Spain;2. Unidad de Investigación, Sociedad Española de Reumatología, Madrid, Spain;3. Servicio de Reumatología, Hospital Sant Joan Despí-Moisès Broggi, Consorci Sanitari Integral, Sant Joan Despí, Barcelona, Spain;4. Servicio de Reumatología, Hospital Universitario de la Princesa, IIS-IP, Madrid, Spain;1. Department of Educational Studies, Ghent University, Henri Dunantlaan 2, B9000 Ghent, Belgium;2. Faculty of Psychology and Educational Sciences, KU Leuven, Dekenstraat 2, B3000 Leuven, Belgium;3. Research Foundation Flanders (FWO), Ghent, Belgium;4. Department of Data Analysis, Ghent University, Henri Dunantlaan 1, B9000 Ghent, Belgium
Abstract:As new technologies have emerged in the last few years, the learning process has been changing. New and powerful e-learning systems are being developed and new teaching methods can be used in classrooms. In this paper, we present a computer-based game with an educational background that is played on a large-size tabletop display. The game can be used as reinforcement for educational content related to historical ages. The game uses natural interaction. A study to compare the traditional learning method with a collaborative learning method using the game was carried out. A group of up to 12 children could learn together using the game. The experience of children in large groups was also compared with the experience of children playing in pairs. One hundred children between 8 and 11 years old participated in the study; they were divided into three groups (LGroup, Pairs, TClass). When the pre-test and the post-test results were compared, it was shown that the children learned the contents in all three groups. The results also showed that there were statistically significant differences between the traditional method and the game played in a large group in favour of children who played the game in the large group. The knowledge acquired was independent from gender and age. There were no statistically significant differences between learning in large groups or learning in pairs. In both cases, the children expressed their satisfaction for the game and found it easy to use. Therefore, playing games of this type collaboratively in large groups or in pairs can be a valuable learning method that can be combined with traditional methods.
Keywords:Computer-based games  Collaborative learning  Large groups  Interactive learning environments  Media in education
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