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Digital Game-Based Learning effectiveness assessment: Reflections on study design

机译:基于数字游戏的学习效果评估:研究设计的思考

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摘要

Despite efforts for defining best practices for assessing Digital Game-Based Learning (DGBL) effectiveness, lack of scientific rigor is yet to be established. This has led to academics and educational practitioners doubting the quality of evidence and practical value of scientific research in educational settings. Hence, the present manuscript aims to test the feasibility of previously defined best practices by means of 3 feasibility studies: one in formal, one in health and one in corporate education. Results firstly show a more nuanced view on previously defined best practices regarding control groups: a) inclusion of an educational activity is not always desirable and depends on whether absolute or relative effectiveness is assessed and b) keeping instructional time equal in experimental and control group does not comply with the time efficiency outcome of DGBL. Secondly, several non-intervention related elements jeopardizing internal validity have been established: a) failed randomization, which can be tackled with blocked randomization and b) pre-test effects, which can be tackled with carefully piloted parallel versions of tests. Lastly, additional indicators for motivational and efficiency outcomes in a self-paced distance learning context have been established: a) motivation during/after the training should be expanded with motivation to start playing and b) time required to finish the training should be expended with time required to follow-up on learners. Recommendations in the present manuscript are not exhaustive or generalizable to all contexts, but do provide preliminary insights into feasible experimental designs for DGBL effectiveness studies.
机译:尽管努力定义评估基于数字游戏的学习(DGBL)有效性的最佳实践,但尚未建立缺乏科学严峻性。这导致了学者和教育从业者怀疑科学研究的科学研究的证据和实际价值的质量。因此,本手稿旨在通过3个可行性研究来测试先前定义最佳实践的可行性:一个正式,一个在健康中,在企业教育中的一个。结果首先显示了对对照组的先前定义的最佳实践的更细微的观点:a)包含教育活动并不总是可取的,并且取决于是否评估了绝对或相对有效性,b)保持实验和对照组的教学时间等于不符合DGBL的时间效率结果。其次,已经建立了几种非干预相关元素,已建立了危害内部有效性:a)随机化失败,可以用阻塞随机化和b)预测试效果,可以用仔细试验并行版本的测试。最后,已经建立了自定步距离学习背景下的励志和效率结果的其他指标:a)培训期间的动机应该以开始播放的动机扩展,b)完成培训所需的时间应该消耗学习者跟进所需的时间。本手稿中的建议并不令人彻及彻底或更广泛地对所有环境,但确实为DGBL效力研究的可行实验设计提供了初步见解。

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