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Defining Personas of university students for the development of a digital educational game to learn Portuguese as a Foreing Language

机译:界定大学生的角色,以发展数字教育游戏,将葡萄牙语作为前进语言

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This study is part of a research project which aims to develop an educational digital game prototype for learning Portuguese as a Foreign Language - PFL - self-directed learning by university students interested in studying in Brazil and Portugal. Based on the current premises of Educational Design, to close educational technology resources to users and on the concept of personas that investigates user characteristics in order to identify profiles to support the technological product, thirty international university students who attended part of their academic course in Brazil and Portugal were interviewed. For this qualitative part, a script for the semi-directive interviews was created. The interviews were transcribed and analyzed by content analysis technique using the software MAXQDA. Some of the findings were that 60% of students used informal learning as the only way or complement to formal learning of PFL before going to international program (the most mentioned resource Duolingo); plurilingualism characteristic of the sample; different vocabulary necessities according to Portuguese levels and mother tongue (Spanish, Romance language and other languages); varied habits of playing digital games, 63% of the sample as players (puzzles as the most mentioned gender played) and expectations as adaption to learning speeds, attractive design and story, challenges, competition, cultural information, fun, good feedback, good learning content, interaction with natives, original texts, reading and oral interpretation, talking/typing to characters, rewards and optional prizes in a digital game for learning a Foreign Language.
机译:本研究是研究项目的一部分,旨在开发一个教育数字游戏原型,用于学习葡萄牙语作为外语 - 通过大学生对巴西和葡萄牙进行学习的大学生自我指导的学习。基于当前教育设计的场所,将教育技术资源密切联系用户以及调查用户特征的角色概念,以识别支持技术产品,三十名国际大学生在巴西的学术课程的三十名学生和葡萄牙接受了采访。对于这种定性部分,创建了一个用于半指示面试的脚本。通过使用Software MaxQDA的内容分析技术转录和分析面试。其中一些调查结果是60%的学生使用非正式学习作为在进入国际计划之前对PFL进行正式学习的唯一方式或补充(最需要的资源Duolingo);多种语言的样本特征;根据葡萄牙水平和母语(西班牙语,浪漫语言和其他语言)不同的词汇必需品;养成数字游戏的各种习惯,63%的样品作为球员(谜题,作为最需要的性别播放)和预期作为适应学习速度,有吸引力的设计和故事,挑战,竞争,文化信息,有趣,良好的反馈,良好的反馈,良好的学习内容,与当地人的互动,原始文本,阅读和口头解释,谈论/打字到数字游戏中的字符,奖励和可选奖品,以学习外语。

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