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游戏式学习研究综述   总被引:4,自引:1,他引:3  
具有游戏特征但以非娱乐为目的的游戏式学习,具备有效学习环境的关键特征,为e-Learning的未来发展提供了新的范式,对传统教育的设计和原则形成了挑战。游戏式学习的研究主要包括三个方面,即游戏的教育价值研究、游戏式学习的特征和机理研究、设计开发理论研究。  相似文献   

3.
Given the growing popularity of digital games as a form of entertainment, educators are interested in exploring using digital games as a tool to facilitate learning. In this study, we examine game-based learning by describing a learning environment that combines game elements, play, and authenticity in the real world for the purpose of engaging students’ learning of science and enhancing student motivation. We discuss the design of the environment and present research conducted. Our findings demonstrate that the design of an engaging, interactive environment using a game-based approach can help students have fun while learning.  相似文献   

4.
Preparing Instructional Designers for Game-Based Learning: Part 1   总被引:1,自引:0,他引:1  
《TechTrends》2010,54(3):27-37
Like many rapidly growing industries, advances in video game technology are far outpacing research on its design and effectiveness. Relatively little is understood about how to apply what we know about teaching and learning to optimize game-based learning. For the most part, instructional designers know little about game development and video game developers may know little about training, education and instructional design. In this three part series of articles, four recognized and emerging experts in instructional game design discuss their perspectives on preparing instructional designers to optimize game-based learning. In Part I, we set the context for the series of articles and one of four faculty members who teach a graduate level course on game design discusses what he believes instructional designers should know about instructional game design based on his experiences. Part II will present alternative perspectives from two additional faculty members who teach courses in instructional game design, and Part III will present a fourth perspective along with conclusion that compares the four views.  相似文献   

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Preparing Instructional Designers for Game-Based Learning: Part 2   总被引:2,自引:0,他引:2  
As noted in part I of this article (published in TechTrends 54(3)), advances in technology continue to outpace research on the design and effectiveness of instructional (digital video) games. In general, instructional designers know little about game development, commercial video game developers know little about training, education and instructional design, and relatively little is understood about how to apply what we know about teaching and learning to optimize game-based learning. In Part I, a panel of recognized and emerging experts in the design of instructional (digital video) games set the context for this three part series and one of four panelists discussed what he believes instructional designers should know about instructional game design (Hirumi, Appleman, Rieber, Van Eck, 2010). In Part II, two faculty members who teach courses on instructional game design presents their perspectives on preparing instructional designers for game-based learning. Part III will present a fourth perspective along with conclusion that compares the four views.  相似文献   

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移动游戏学习(mGBL)项目的核心是通过开发一个集设计、创作、控制与管理于一体的移动游戏学习系统──mGBL平台,开展基于移动游戏的创新型学习模式来提高学习效率,培养学习者在紧急情况下的决策能力。阐述了mGBL项目的理念,介绍了开发的产品、学习组织过程以及项目的运作情况,并据此得到对我国移动学习的几点启示。  相似文献   

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The purpose of this study is to review empirical research articles regarding game-based science learning (GBSL) published from 2000 to 2011. Thirty-one articles were identified through the Web of Science and SCOPUS databases. A qualitative content analysis technique was adopted to analyze the research purposes and designs, game design and implementation, theoretical backgrounds and learning foci of these reviewed studies. The theories and models employed by these studies were classified into four theoretical foundations including cognitivism, constructivism, the socio-cultural perspective, and enactivism. The results indicate that cognitivism and constructivism were the major theoretical foundations employed by the GBSL researchers and that the socio-cultural perspective and enactivism are two emerging theoretical paradigms that have started to draw attention from GBSL researchers in recent years. The analysis of the learning foci showed that most of the digital games were utilized to promote scientific knowledge/concept learning, while less than one-third were implemented to facilitate the students’ problem-solving skills. Only a few studies explored the GBSL outcomes from the aspects of scientific processes, affect, engagement, and socio-contextual learning. Suggestions are made to extend the current GBSL research to address the affective and socio-contextual aspects of science learning. The roles of digital games as tutor, tool, and tutee for science education are discussed, while the potentials of digital games to bridge science learning between real and virtual worlds, to promote collaborative problem-solving, to provide affective learning environments, and to facilitate science learning for younger students are also addressed.  相似文献   

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传统观点认为认知是大脑的信息加工过程,与身体无关.在这种理论范式下,教育与教学实践将学习视为一种“离身”的心智能力训练,但具身认知挑战了这种教育理念,并且掀起了一场具身学习的革命.身体在教育过程中的价值受到重视,学习环境的建构变得同样重要.游戏化学习很好地兼顾到了具身学习的上述特点,并且符合成人学习的偏好和特点.在具身认知理论的指导下,在成人培训中引入游戏化学习的实践,是成人学习的本质回归与形式创新.  相似文献   

9.
《学校用计算机》2012,29(1-2):227-247
In this article we look at the links between early years pedagogy and the use of digital game-based learning. Early years education is a distinctive phase of the education system in many countries, generally covering the age range from 3–6 or 7 years. In the United Kingdom, it tends to bridge preschool and the first two years in primary school. Early years education is based on characteristic values, beliefs, and practices which distinguish it from later phases of mainstream educational provision. Based on an analysis of these characteristics, we argue that it is an example of a signature pedagogy. We look at the role of information and communication technologies in such pedagogy, specifically the use of digital games, illustrating the case with reference to a recent empirical study which looked at the use of a commercial off-the-shelf game with 5- and 6-year old children. We conclude by reaffirming the congruence between such games and a signature pedagogy of early years education. The role of the teacher, and in particular his/her pedagogical skill, is central to the educational use of commercial games.  相似文献   

10.
A concurrent triangulation mixed-method research design was used to investigate 19 casual gamers’ or non-gamers’ use of a popular massive multiplayer online role-playing game (MMORPG), Everquest 2, as an alternative pedagogical tool to support communicative use of the English language. This study poses that MMORPGs could serve as a virtually rich context for social interactions to aid development of communicative competence. Data were collected from semi-structured interviews, surveys, and through gameplay observations in Taiwan and the United States. Analysis of interview recordings, survey data, and observational data focuses on how player-generated perceptions align with Yee's (2006) motivation components and Ryan and Deci's (2000) theoretical assumptions of self-determination theory. Results from quantitative data analysis showed that both male and female participants in this study prioritized the importance of relatedness in playing Everquest 2 to practice using English for communicative purposes. Qualitative data analysis likewise revealed the importance of communication during gameplay. Integrated findings showed that player perceptions could be helpful in illuminating the potential of utilizing MMORPGs for game-assisted language learning and also inform different motivations in gaming to learn.  相似文献   

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In this three part series, four professors who teach graduate level courses on the design of instructional video games discuss their perspectives on preparing instructional designers to optimize game-based learning. Part I set the context for the series and one of four panelists discussed what he believes instructional designers should know about instructional game design. In Part II, two faculty members who teach courses on instructional game design presented their perspectives on preparing instructional designers for game-based learning. Part III presents a fourth perspective along with conclusion that contrasts the four views posited in Parts I-III.  相似文献   

13.
Game-based learning can have a positive impact on medical education, and virtual worlds have great potential for supporting immersive online games. It is necessary to reinforce current medical students' knowledge about radiological anatomy and radiological signs. To meet this need, the objectives of this study were: to design a competition-based game in the virtual world, Second Life and to analyze the students' perceptions of Second Life and the game, as well as to analyze the medium-term retention of knowledge and the potential impact on the final grades. Ninety out of 197 (45.6%) third-year medical students voluntarily participated in an online game based on self-guided presentations and multiple-choice tests over six 6-day stages. Participants and non-participants were invited to perform an evaluation questionnaire about the experience and a post-exposure knowledge test. Participants rated the experience with mean scores equal to or higher than 8.1 on a 10-point scale, highlighting the professor (9.5 ± 1.1; mean ± SD) and the virtual environment (8.9 ± 1.1). Participants had better results in the post-exposure test than non-participants (59.0 ± 13.5 versus 45.3 ± 11.5; P < 0.001) and a lower percentage of answers left blank (6.7 ± 8.4 versus 13.1 ± 12.9; P = 0.014). Competitive game-based learning within Second Life is an effective and well-accepted means of teaching core radiological anatomy and radiological signs content to medical students. The higher medium-term outcomes obtained by participants may indicate effective learning with the game. Additionally, valuable positive perceptions about the game, the educational contents, and the potential benefit for their education were discovered among non-participants.  相似文献   

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Journal of Science Education and Technology - Video games are a medium most students are familiar with; thus, they can be used as educational tools to meet the needs of twenty-first-century...  相似文献   

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Research-based digital games hold great potential to be effective tools in supporting next-generation science learning. However, as with all instructional materials, teachers significantly influence their implementation and contribute to their effectiveness. To more fully understand the contributions and challenges of teacher implementation of digital games, we studied the replacement of existing high school biology genetics lessons over a 3- to 6-week period with Geniverse, an immersive, game-like learning environment designed to be used in classrooms. The Geniverse materials infuse virtual experimentation in genetics with a narrative of a quest to heal a genetic disease; incorporate the topics of meiosis and protein synthesis with inheritance; and include the science practices of explanation and argumentation. The research design involved a quasi-experiment with 48 high school teachers and about 2000 students, student science content knowledge and argumentation outcome measures, and analysis using hierarchical linear modeling. Results indicate that when Geniverse was implemented as the designers intended, student learning of genetics content was significantly greater than in the comparison, business-as-usual group. However, a wide range of levels of Geniverse implementation resulted in no significant difference between the groups as a whole. Students’ abilities to engage in scientific explanation and argumentation were greater in the Geniverse group, but these differences were not statistically significant. Observation, survey, and interview data indicate a range of barriers to implementation and teacher instructional decisions that may have influenced student outcomes. Implications for the role of the teacher in the implementation of game-based instructional materials are discussed.  相似文献   

16.
ABSTRACT

Game-Based Approaches (GBAs) have been advocated as a pedagogy to improve decision-making, skill execution, and physical fitness in physical education teaching and sports coaching. To date, no review paper has reported on the use of GBAs in competitive team sport settings. The purpose of this article was to review the research evidence conducted on GBAs specifically within competitive team sport settings and discuss the implications of these findings for sports coaching researchers and practitioners. The current review identified 23 articles investigating GBAs in competitive team sport settings. The review supports the efficacy of GBAs in the development of athlete decision-making and tactical awareness. GBAs promote personal and social development (e.g. player responsibility) along with positive affective outcomes for athletes (i.e. motivation, enjoyment). There was less support for the development of technical skill through GBAs. The review concludes by identifying future research directions and implications for competitive team sport coaches’ practice.  相似文献   

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自主、合作与探究学习是新课改倡导的学习方式和我国学习方式转变的方向。为了研究中小学生学习方式转变的现状及其影响因素,笔者对分层抽取的440名教师和14 406名学生进行了问卷调查,结果发现:中小学生的学习方式在一定程度上发生了转变,但自主学习与探究学习有所欠缺;女生、低年级和城市学生的学习方式转变相对较好;教师获得的教学支持、教学自主权和教学方式对学习方式转变具有显著的正向影响,而对以成绩为导向的教学能力却产生显著的负向影响;学生的母亲学历、同伴关系、师生关系、内在学习动机等对学习方式转变具有显著的正向影响,学业压力越大越不利于学习方式的转变。因此,应促进教师专业发展,增强教育管理的民主性,提高学习活动的针对性,建立良好的学习环境。  相似文献   

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研究性学习与探究学习、发现学习、自主学习的关系   总被引:1,自引:0,他引:1  
目前人们对既有一定联系又有所区别的研究性学习、探究学习、发现学习、自主学习进行了许多理论研究和实践探索,但在对它们内涵的界定和彼此关系的看法上,却说法不一.因此有必要把这些问题整理、分析清楚,以便人们更好地对它们进行理解和应用.  相似文献   

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《历史教学》2005第1期刊登了刘俊利先生《基于实践的研究性学习反思》,对于研究性学习主阵地在“课堂”;“标准”下的“多元”;灵魂是“问题”等认识,本人原则上认同。但有些具体问题的看法不敢苟同,如“体验式学习不能归属研究性学习范畴,它与探究式(研究性)学习、有意义接受式学习一起构成当前中学历史学习的三大主要学习方式。”我认为至少在认识上有以下三个误区:  相似文献   

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运用自编问卷对51名教师和100名学生进行了大学网络教学师生互动状况的调查。结果发现:师生均认为网络环境下师生的互动更灵活和广泛,但由于网络技术等客观条件的限制,这种互动较表层,深度不够,缺乏情感上的沟通。其中,学生的认同度更趋一致,教师除在年龄上差异显著外,在教龄、性别、学历、所教学科及职称上也存在一定差异,年轻的、教龄不长的女性教师认为大学网络教学师生互动性更强。  相似文献   

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