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1.
The purpose of this conceptual analysis is to investigate how contemporary video and computer games might inform instructional design by looking at how narrative devices and techniques support problem solving within complex, multimodal environments. Specifically, this analysis presents a brief overview of game genres and the role of narrative in popular adventure game design, along with an analysis of how narrative supports problem solving in adventure games. Additionally, an analysis of the underlying structure used in game design for developing narratives is presented along with design heuristics for constructing narratives for educational purposes.  相似文献   

2.
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   

3.
Although educational games have become quite popular in recent research, only a limited number of studies have focused on the effectiveness of these games. While numerous claims have been made about the effectiveness of games, the studies that examine educational effectiveness often contain flaws resulting in unclear conclusions. One possible solution for these shortcomings is to focus on separate game elements rather than on games as a whole. A second solution is to take into account students’ perceptions of instruction as they are likely to affect students’ interpretations and learning outcomes. This study investigated whether the addition of the gaming element ‘competition’ to a computer-based language learning environment is related to students’ motivation, perceptions and learning outcomes. Additionally, this study probed into the effect of instruction, i.e., the instruction of a gaming or learning environment, on students’ perceptions of the environment, their motivation and learning outcomes. 83 students participated in this study, all working in a game-based learning environment for learning business English conversation skills. The results demonstrate that competition is not significantly related to students’ learning gains and only partly related to students’ motivation. Moreover, the majority of students perceived the environment as a learning environment, even when they were instructed to be playing in a gaming environment. To conclude this paper, the practical and theoretical implications for the fields of instructional design and educational games research are discussed.  相似文献   

4.
For the past few years, creativity has gradually become an important element in the national cultivation of talent in Taiwan. Although traditionally art education is closely linked with creativity, the academic research on general art education is very insufficient. Therefore, the goal of this research is to investigate how creativity could be cultivated in curriculum planning for general art education at technology universities as well as what students’ learning process was when they participated in a course's creative activity. The research applied the theory and steps of creative problem‐solving (CPS) on a general art course to design a group practical activity combining with the local community. This involved converting the steps of creative problem‐solving into different stages of group design activities with the goal of constructing a design process equivalent to the process of problem‐solving. The main research results revealed that students could experience the problem‐solving process through group design activities and develop their divergent and convergent thinking at the same time. Moreover, the cooperative learning model is the most appropriate teaching strategy for students from non‐art‐related departments when cultivating their creativity.  相似文献   

5.
How might we balance assistance and penalties to intelligent tutors and educational games that increase learning and interest? We created two versions of an educational game for learning policy argumentation called Policy World. The game (only) version provided minimal feedback and penalized students for errors whereas the game+tutor version provided additional step-level teaching feedback and immediate error correction. A total of 105 university students played either the game or game+tutor version of Policy World in a randomized, controlled, two-group, between-subjects experiment, during which we measured students’ problem-solving abilities, interest in the game, self-reported competence, and pre- and posttest performance. The game+tutor version increased learning of policy analysis skills and self-reported competence. A path analysis supported the claim that greater assistance helped students to learn analysis better, which increased their feelings of competence, which increased their interest in the game. Log data of student behavior showed that debate performance improved only for students who had sufficiently mastered analysis. This study shows that we can design interesting and effective games to teach policy argumentation and how increasing tutoring and reducing penalties in educational games can increase learning without sacrificing interest.  相似文献   

6.
Educational games are increasingly used in informal and formal educational settings for promoting active learning and gaining students’ interest in cognitively demanding subjects, such as programming. However, empirical studies that investigate the true impact of educational games on teaching and learning programming, especially to small aged students, are limited. This article presents the results of a pilot study that utilized the educational game Run Marco for teaching basic programming concepts to primary school students. Students’ performance was studied through specially designed worksheets, while their acceptance of the intervention was evaluated through a questionnaire that was based on the principles of the Technology Acceptance Model (TAM). The results of the pilot study showed that the educational game supported students in comprehending basic programming concepts, while the results regarding the acceptance of its usage in the learning process were quite positive. However, the game did not succeed in raising students’ interest as expected and further research is necessary in order to study the reasons for this fact and make informed choices on designing and utilizing such games.  相似文献   

7.
This study examined the effects of a graduate level, professional development (PD) course on teachers’ perceptions, attitudes, self-efficacy, and behavioral intentions regarding the use of digital games in the classrooms, teacher involvement in educational game design, and constructionist gaming. Twenty-one teachers participated in the study. Both quantitative and qualitative data were collected from pre- and post-surveys and participants’ reflections on major assignments. The results revealed significant changes in participants’ perceptions, attitudes, and self-efficacy. At the end of the course, all participants believed that digital games could be helpful for students’ learning and help students develop real-world skills, including higher-order thinking, problem solving, decision making, and collaboration skills. They also felt more comfortable using digital games in the classroom after completing the course. All participants agreed or strongly agreed that teachers should be involved in the process of educational game design. The participants also realized that constructionist gaming could provide an engaging and meaningful context where students can practice and develop real world skills. This study examined the impact of the PD experience on the participants’ behavioral intentions beyond their perceptions and attitudes. The results showed that the PD experience had a positive influence on the participants’ behavioral intentions. The findings of this study provide useful insights into teacher professional development.  相似文献   

8.
9.
It is generally accepted that informative and timely feedback is important to a student's learning experience within higher education. In the study of commercial digital games it has also become increasingly understood that games are particularly good at providing effective feedback of this form to gameplayers. We discuss recent game based learning research that attempts to harness the motivating qualities of digital games to inform the design of educational technology. Results from this research demonstrate student participation and performance can be improved by providing Game‐Based Feedback (GBF) to students. The GBF approach awards points to students for the successful completion of tasks throughout a course of study. Points and achievements accumulated over time builds a profile that provides a student with a potentially powerful representation of their educational identity. In this paper, we argue that virtual worlds are particularly suitable for this form of GBF and can further enhance a student's understanding of their educational standing. We outline a Virtual Learning Landscape (VLL) design that is embedded within a multi‐user virtual environment, where educational feedback is supplied to students via their avatar and a virtual world's landscape. The core structural principles of the proposed VLL are explained and several examples of the use of the VLL are provided to illustrate the system.  相似文献   

10.
Requirements for reasoning, explaining, and generalizing mathematical concepts increase as students advance through the educational system; hence, improving overall mathematical proficiency is critical. Mathematical proficiency requires students to interpret quantities and their corresponding relationships during problem‐solving tasks as well as generalizing to different contexts; both requirements are particularly challenging for many students with learning disabilities. An in‐depth review of research was completed to (1) demonstrate how interventions targeting mathematical problem solving are categorized into heuristic, semantic, or authentic approaches; (2) explore the degree to which generalization is presented in each approach; and (3) determine the efficacy of each intervention approach. Experimental studies (n = 17) demonstrating the effects of interventions designed to enhance mathematical problem solving for secondary students with or at risk of learning disabilities were analyzed. Findings indicate that the efficacy of the three intervention approaches varies, and that the real‐world connections differ. Implications for research and practice are discussed.  相似文献   

11.
“基于问题的学习”在教师培训中的应用   总被引:2,自引:0,他引:2  
建构主义学习理论所倡导的"基于问题的学习"日益受到关注。该模式中,学生围绕问题解决展开知识的主动建构,并藉此过程掌握灵活的知识基础,发展高层次的思维技能和自主学习的能力。其过程包括组织小组、启动问题、持续探讨问题、成果展示及反思和评价等环节。该模式对教师培训方式的变革颇具启迪和借鉴意义。  相似文献   

12.
Critical thinking (CT) is a metacognitive process, consisting of a number of sub-skills and dispositions, that, when used appropriately, increases the chances of producing a logical solution to a problem or a valid conclusion to an argument. CT has been identified as a fundamental learning objective of third-level education; however, students often report not being given the opportunity to adequately understand and cultivate CT skills. Though most CT interventions are designed based on academic or expert definitions of CT skills, students are rarely, if ever, asked to guide their instruction by describing their perspectives on what constitutes CT. The current case study investigated students’ conceptualisations of what constitutes good CT using a collective intelligence methodology, interactive management. Interactive management (IM) is a computer-assisted process that allows a group to build a structural model describing relations between elements in a system. Though decades of research on group decision-making in educational and social psychology highlight the many limitations associated with group problem solving (e.g. as a result of an over-reliance on heuristics, cognitive biases and ‘groupthink’), a fundamental skill for making decisions and solving problems is the ability to collectively visualise the structure of a shared problem, and use this knowledge to design solutions and strategies for collective action. Results of IM group work from the current case study revealed five core CT skills (clarity of expression, conversational skill, inference, evaluation, and explanation), five CT dispositions (detachment, listening, systematicity, recognising uncertainty, and self-questioning) and fourteen structural relationships among them. The ability to detach, listen and engage in conversation with others, were seen as fundamental drivers of all other competencies in the system. Results are discussed in light of research and theory on CT and best practice for CT instruction.  相似文献   

13.
《学习科学杂志》2013,22(1):61-94
Although it is common to see extreme case reasoning included in lists of expert heuristics for problem solving, little work has been reported on the role that extreme cases can play in learning that leads to conceptual change. Evidence is presented from video tapes of think-aloud tutoring sessions to document the learning from extreme cases in a unit about levers for seventh graders. The observations support the view that one role of extreme cases is to provide a firm data point or comparison that helps students to establish an ordinal relation between two given variables. Two new additional roles for extreme cases in fostering learning are also identified: (a) their role in activating an intuition, often in the form of a perceptual motor schema, that is used in constructing an imageable, intuitively, grounded, explanatory model as opposed to an empirical role; and (b) their role in facilitating the formation of new causal variables. Pending confirmation of similar effects in other subject areas, these roles are candidates for being included in a set of general learning strategies for science instruction. This illustrates the function that "learning-aloud" studies can play in documenting new types of learning processes and instructional strategies. The study highlights the importance for instructional design of research that uncovers students' existing knowledge structures and natural reasoning processes. The study suggests that explanatory model construction, causal relation construction, and concept formation can result from such instructional designs. The extent to which these three outcomes are evidence for strong conceptual change is also discussed.  相似文献   

14.
ABSTRACT

Numerous studies show the positive effects of introducing video games into learning contexts. These instruments help develop twenty-first-century skills, such as creativity, from a dual perspective: (i) the students’ perspective, since they develop skills and competencies that allow them to find innovative solutions to the challenges posed by games, and to become digital culture producers; and (ii) the education professionals’ perspective, to use these instruments in schools and thereby change the way students learn. Using a sample of 85 first-year secondary school students, this study aims to provide empirical evidence about the development of creativity through the introduction of video games in the classroom. To do this, an eight-week pedagogical workshop was developed in which the Minecraft video game was introduced in the subject of technology. To assess the results of the workshop, the participants’ creativity was analysed using a pre-test/post-test design through the CREA Creative Intelligence Test, as well as the evaluation of the students’ machinima productions by their teachers. Results show a significant increase in creativity and high scores for machinima productions, highlighting the opportunity to introduce these tools in classrooms in order to develop innovative educational contexts where creative processes and products are the protagonists.  相似文献   

15.
Several scholars contend that learning with computer games and simulations results in students thinking more like professionals. Bearing this goal in mind, we investigated how a group of pharmacy students learnt with an in‐house developed computer simulation, SimPharm. Adopting situated cognition as our theoretical lens, we conducted a case study involving 20 undergraduate students to tease out how they made meaning of a clinical case differently in two different contexts: a typical paper‐based workshop and one enabled by SimPharm. The data collected included audio recordings of classroom discourse, focus group interviews and class observations. The findings identified differences in four areas: framing of the problem; problem‐solving steps and tools used; sources and meaning of feedback; and conceptualisation of the patient. These four areas can serve as axes along which future evaluations of educational simulations can be carried out based on their affordances.  相似文献   

16.
In this study, the concept of ‘community of learners’ was used to improve initial vocational education. The framework of a ‘community of learners for vocational orientation’ that we present offers both a theoretical understanding of teaching–learning processes in initial vocational education and heuristics for the design of innovative learning environments for optimising these processes. In a design research study, we investigated if, and how, learning environments designed on the basis of these heuristics fostered communities of learners for vocational orientation, in which students experience to learn in a shared, meaningful, reflective and transfer-oriented way. We examined students’ perceptions of the learning environment and their learning activities during eight curriculum units specifically designed to foster the communities of learners. During almost all of the units that we designed, students found themselves learning in a more shared, meaningful, reflective and transfer-oriented way than during regular units. We conclude that the proposed heuristics had been useful starting points for the design of innovative learning environments that foster communities of learners for vocational orientation. In addition, we show how the heuristics can be elaborated for a particular school, based on practical and pedagogical content knowledge of teachers, as well as students’ perceptions of the learning environment and their learning activities.  相似文献   

17.
Both science and technology education have a commitment to teaching process; investigations or scientific method in science, design in technology, and problem solving in both areas. The separate debates in science and technology education reveal different curricular emphases in processes and content, reflecting different goals, and pedagogic and educational research traditions. This paper explores these differences and argues that each curriculum area can learn from the other. Despite the interest in processes, problem solving remains neglected in each area, particularly with respect to empirical accounts of student problem-solving activities and the supporting pedagogy. This paper draws on the situated learning and social constructivist literature to provide insights into problem solving in technology education. The research reported here, gives accounts of the problem-solving strategies of English secondary school students. These strategies represent their responses to technology activities and the learning environment created by teachers.  相似文献   

18.
ABSTRACT

In an increasingly neoliberal Higher Education sector, there is increased pressure on institutions to enhance learner engagement and student satisfaction. Many academics believe that students expect their university learning experiences to be enjoyable, and discourses of game-based learning reflect this, with a dominant narrative highlighting the fun of educational games. Whether students expect learning to be fun or see a relationship between fun and games is under-explored. To address this, we investigated student perceptions of fun in Higher Education using a thematic network analysis based on data from 37 in-depth interviews with undergraduate students. Here, we highlight five themes that encapsulate what students perceive to be a fun learning experience: stimulating pedagogy; lecturer engagement; a safe learning space; shared experience; and a low-stress environment. These aspects are not unique to games, and we conclude by considering the relationship between educational games and fun, and alternative playful approaches.  相似文献   

19.
教育游戏的研究者发现,教育游戏中添加教学策略或学习支架能够帮助学生建立游戏和学科知识之间的联系,可以有效发挥游戏的教育价值,提高学生的学习效果和学习体验。本研究在梳理学习支架理论的基础上,针对"The Tiny Bang Story"游戏设计了两种不同强度的任务支架,以研究强度不同的任务支架对不同认知风格学生的学习动机和沉浸感的影响。研究发现:任务强度不同的学习支架对不同认知风格学生的学习动机和沉浸感的影响存在显著差异;场依存型学生的学习动机和沉浸感会随任务支架强度的增加而提升;场独立型学生的学习动机随任务支架强度的增加没有显著性变化,反而沉浸感会随任务支架强度的增加呈现先升后降的正三角趋势。  相似文献   

20.
随着信息技术的发展,教育游戏在教学过程的应用越来越广泛,但学界对其应用效果仍颇具争议。为考察教育游戏对学生学习效果的影响,文章采用元分析法,对教育游戏的实验与准实验研究进行了梳理与分析,发现:相较于传统教学方式,教育游戏对学生的学习效果产生了中等程度的正向影响。之后,文章将学科、知识类型、故事情节、参与方式、研究设计类型作为调节变量,检验了调节变量对研究结果的影响。依据元分析结果,文章针对未来教育游戏应用提出了建议,包括依据不同学科特点设计相应的教育游戏、依据知识类型特征选择合适的教育游戏、增强教育游戏情景设计、增加小组参与的教育游戏模块、注重研究设计的多元化等。  相似文献   

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