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1.
Digital literacy games can be beneficial for children with reading difficulties as a supplement to classroom instruction and an important feature of these games are the instructional supports, such as feedback. To be effective, feedback needs to build on prior instruction and match a learner's level of prior knowledge. However, there is limited research around the relationship between prior knowledge, instruction and feedback in the context of learning games. This paper presents an empirical study exploring the influence of prior knowledge on response to feedback, in two conditions: with or without instruction. Thirty-six primary children (age 8–11) with reading difficulties participated: each child was assessed for their prior knowledge of two suffix types—noun and adjective suffixes. They subsequently received additional instruction for one suffix type and then played two rounds of a literacy game—one round for each suffix type. Our analysis shows that prior knowledge predicted initial success rates and performance after a verbal hint differently, depending on whether instruction was provided. These results are discussed with regards to learning game feedback design and the impact on different types of knowledge involved in gameplay, as well as other game design elements that might support knowledge building during gameplay.

Practitioner notes

What is already known about this topic
  • Instructional supports, such as elaborative feedback, are a key feature of learning games.
  • To be effective, feedback needs to build on prior instruction and match a learner's level of prior knowledge.
  • Prior knowledge is an important moderator to consider in the context of elaborative feedback.
What this paper adds
  • Providing additional instruction (eg, pre-training) may act as a knowledge enhancer building on children's existing disciplinary expertise, whereas the inclusion of elaborative feedback (eg, a hint) could be seen as a knowledge equaliser enabling children regardless of their prior knowledge to use the pre-training within their gameplay.
  • Highlights the importance of children's preferred learning strategies within the design of pre-training and feedback to ensure children are able to use the instructional support provided within the game.
  • Possible implications for pre-training and feedback design within literacy games, as well as highlighting areas for further research.
Implications for practice and/or policy
  • Pre-training for literacy games should highlight key features of the learning content and explicitly make connections with the target learning objective as well as elaborative feedback.
  • Pre-training should be combined with different types of in-game feedback for different types of learners (eg, level of prior knowledge) or depending on the type of knowledge that designers want to build (eg, metalinguistic vs. epilinguistic).
  • Modality, content and timing of the feedback should be considered carefully to match the specific needs of the intended target audience and the interaction between them given the primary goal of the game.
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Playing games is an important part of our social and mental development. This research was initiated to identify the game type most suitable to our teaching environment and to identify game elements that students found interesting or useful within the different game types. A group of twenty students played four commercial games (SimIsle, Red Alert, Zork Nemesis and Duke Nukem 3D). Results suggest that students prefer 3D-adventure (Zork Nemesis) and strategy (Red Alert) games to the other types ("shoot-em-up", simulation) with Zork Nemesis ranked as the best. Students rated game elements such as logic, memory, visualisation and problem solving as the most important game elements. Such elements are integral to adventure games and are also required during the learning process. We present a model that links pedagogical issues with game elements. The game space contains a number of components, each encapsulates specific abstract or concrete interfaces. Understanding the relationship between educational needs and game elements will allow us to develop educational games that include visualisation and problem solving skills. Such tools could provide sufficient stimulation to engage learners in knowledge discovery, while at the same time developing new skills.  相似文献   

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Support for student learning is a key element in optimizing student learning experiences in any learning environment and its importance has been widely discussed. This study looked at student support, particularly in the course context, focusing mainly on guidance provided to students within a course. Three categories of support were identified and used for the purpose of this study: instructional, peer, and technical support. A total of 110 students completed an online survey on students' perceptions of support and course satisfaction in an undergraduate online course at a large southeastern university. The results showed perceived support was significantly related to their overall satisfaction of the online course. The findings of this study suggest that teachers should communicate what types of support are available to students and provide an easy way of accessing and taking advantage of the support.  相似文献   

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Educational technology research and development - Gender and prior knowledge may affect students' performance and motivation when simulations and games are used for learning. Accommodations...  相似文献   

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Providing information about how 1st-year students learn may help colleges plan actions aimed at increasing students' persistence in higher education programs. This research aims to assess 1st-year students' academic performance, using a path analysis to establish inter-correlations among students' personality traits, learning patterns, high school achievement, and objectively measured outcomes. Participants included 509 freshmen from different academic disciplines. Results show a causality relations model in which Conscientiousness positively influences Sequential and Precise learning patterns as well as academic performance. The path model also confirms Extraversion as a negative antecedent of the Technical learning pattern. It is argued that knowing students is a primary step to putting them in a position to become an active part of the learning process.  相似文献   

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While most current educational simulation games provide learners with gameplay experience to motivate learning, there is often a lack of focus on ensuring that the desired content knowledge is actually learned. Students may focus on completing game activities without learning the targeted content knowledge, thus negating the desired learning outcomes. We argue that to help students achieve improved learning performance, providing targeted content knowledge should be a specific focus in designing educational games; in addition, scaffolding strategies to promote the use of in-game contents should also be provided. Thus, the present study explores the effects and usage of providing three types of scaffolding aids in two versions of educational simulations with in-game contents. The results suggest that providing targeted content with scaffolding aid in educational simulation games helps students to achieve better learning performance.  相似文献   

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Playfulness steering is an emerging approach in educational game design and play. The integration of arithmetical computation, game strategy, and teamwork into one game allows players to interactively “steer” the playfulness and enhance learning. In this paper an evolutionary contest game was designed and implemented to examine the influencial factors. Using action research, focus groups and hermeneutic methods, this study suggest that the playfulness design of an evolutionary game is influenced by the degree of uncertainty and flexibility in decision-making, the level of challenge, equal conditions for fair play, opportunities to compete/cooperate, and the level of interactivity.  相似文献   

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To examine the relationship between prior knowledge, situational interest, and recall, 34 college students read 15 paragraphs that contained varying amounts of fictional material, rated how interesting they found each paragraph, and were later assessed on how much of the information they retained. Five of the paragraphs contained fictional items that were accessible, and five paragraphs contained fictional items that were inaccessible. Results indicated that the relationship between prior knowledge was curvilinear but varied based on the accessibility of the novel information. For accessible materials, interest first increased as prior knowledge decreased, but then decreased sharply as prior knowledge lessened. For inaccessible materials, interest did not significantly increase, and decreased at a higher level of prior knowledge relative to accessible materials. Overall, people found accessible materials to be more interesting than inaccessible materials, and interest was not a significant predictor of performance on recall or recognition tasks when prior knowledge was controlled.  相似文献   

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采用横断研究的方式,随机选取216家样本企业进行问卷调查,采用多元回归分析和路径分析等方法考察知识管理、组织学习、创新与核心竞争力的内在关系,其结果表明:(1)整体上知识管理对组织学习、创新和核心竞争力的回归效应显著,组织学习对创新和核心竞争力的回归效应显著;(2)知识管理中“隐性知识创造”对组织学习、创新和核心竞争力的回归效应显著,而“知识转移与分享”对以上变量的回归效应均不显著;(3)组织学习中除“共同愿景”外其他各因子对组织创新和核心竞争力的回归效应显著;(4)组织学习对核心竞争力有间接的影响作用。因此,知识管理对核心竞争力既有直接的影响作用,也有间接的影响作用;隐性知识创造是知识管理的核心内容,是组织核心竞争力的重要来源;组织不仅要重视加强知识管理以直接提升组织的核心竞争力,也要重视将知识管理与组织学习相融合,通过创新间接的提升企业的核心竞争力。  相似文献   

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The final grade of 1403 students enrolled in the first semester of the introductory, pre-professional physics course has been correlated with performance on a precourse diagnostic test of mathematical skills. The students were from a total of eight different sections taught by six separate instructors over a three year time span. The student population has been separated into two groups, those who completed the course (913 students) and those who dropped (490 students). The drops were assigned a “projected final grade”based on performance up to date of withdrawal. The Pearson product-moment correlation for students who completed the course is 0.418 and correlation for the drops is 0.232. Both correlations are significant at the p < 0.001 level. This study suggests that prior mathematical ability is a primary influence on performance in the course, and has a secondary influence on the tendency to drop out of the course.  相似文献   

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This study analyses the educational support offered through information and communication technology during formative assessment in two different cases in higher education. We analysed one blended and one virtual case from two different universities. The study aimed at identifying specific patterns of educational support intended to foster two interaction processes: (1) the promotion of greater autonomy in the students and (2) the construction of more appropriate meanings by them. The analysis showed that these two processes were achieved with different attainment levels in each of the two study cases. Specific patterns of support mediated by technology were found underlying these different results. This led us to identify ‘suitable’ and ‘undesirable’ patterns of support in e-assessment practices.  相似文献   

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Video is increasingly used as an instructional tool. It is therefore becoming more important to improve learning of students from video. We investigated whether student learning effects are influenced through an instruction about other viewing behaviours, and whether these learning effects depend on their prior knowledge. In a controlled environment, 115 students watched a number of instructional videos about the technical equipment needed in a course on digital photography. Every second student was instructed about other possible viewing behaviours. A pre-post-retention test was carried out to calculate learning effects. The differences with respect to the learning effects of students who received an awareness instruction on an alternative viewing strategy were not significantly different. The differences as observed in our earlier experiment however could not be reproduced. Students with a broad viewing repertoire showed higher learning effects than students with a narrow repertoire. Furthermore, students with a strategic viewing approach also showed higher learning effects. Certain conditions have to be met: the technical and didactical quality of the video must be good, the integration in a learning task must be apparent, students must be aware of their viewing behaviour, and teachers must be aware of their students’ viewing behaviour in order to enrich the viewing repertoire of students when they have at least some basic knowledge e.g. after several lessons on the topics at hand. In future research, this study should be replicated using more complex video episodes than the instruction videos we used in our experiments that were only on the factual knowledge level of the taxonomy of Bloom. Moreover, replication of this study with a larger sample size could yield a significant improvement in learning effects. This is plausible because students need an amount of prior knowledge beyond a certain threshold value in order to be able to expand their knowledge network in their long term memory. Finally, additional media player functionality, facilitating effective student learning from video, can be described based on the results of this study.  相似文献   

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Self-regulated learning with hypermedia: The role of prior domain knowledge   总被引:2,自引:0,他引:2  
Think-aloud and pre-test data were collected from 49 undergraduates with varying levels of prior domain knowledge to examine the relationship between prior domain knowledge and self-regulated learning with hypermedia. During the experimental session, each participant individually completed a pretest on the circulatory system, and then one 40-min hypermedia learning task during which he or she learned about the circulatory system. Think-aloud data were collected during the 40-min learning task to measure each participant’s use of specific self-regulated learning processes related to planning, monitoring, and strategy use. Results indicate that prior domain knowledge is significantly related to how the participants self-regulated their learning during the 40-min learning task with hypermedia. Specifically, prior domain knowledge is positively related to participants’ monitoring and planning and negatively related to their use of strategies during the hypermedia learning task.  相似文献   

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According to cognitive load theory, instruction needs to be designed in a manner that facilitates the acquisition of knowledge in long-term memory while reducing unnecessary demands on working memory. When technology is used to deliver instruction, the sequence in which students learn to use the technology and learn the relevant subject matter may have cognitive load implications, and should interact with their prior knowledge levels. An experiment, using spreadsheets to assist studient learning of mathematics, indicated that for studients with little knowledge of spreadsheets, sequential instruction on spreadsheets followed by mathematics instruction was superior to a concurrent presentation. The reverse was found for studients with more knowledge of spreadsheets. These results are explained in terms of cognitive load theory.  相似文献   

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