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Effects of the Sequence of Game-Play and Game-Design on Novices' Motivation, Flow, and Performance

机译:游戏玩法和游戏设计顺序对新手的动机,流量和表现的影响

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The purpose of this study was to examine whether providing an active learning approach during game-based learning generates positive impacts on the learners. The effects of learning approaches (active exploration vs. tutorial) on eighth-graders' Scratch programming performance, motivation and flow experience were examined in this study. The differences between the active exploration group and the tutorial group included the sequence of game-play and game design activity and the supporting strategy. One hundred and twenty-five junior high school students participated in the study. The results showed that (1) the active exploration approach triggered higher learning motivation and flow experience than the tutorial approach did, (2) the sequence of game-play and game-design did not differentiate learners' project performance, and (3) the causes of why high motivation and flow experience did not bring about better project performance need to be further investigated.
机译:这项研究的目的是检验在基于游戏的学习过程中提供主动学习方法是否会对学习者产生积极影响。在这项研究中,研究了学习方法(主动探索与教程)对八年级学生的Scratch编程性能,动力和流程经验的影响。主动探索小组和辅导小组之间的区别包括游戏进行和游戏设计活动的顺序以及支持策略。一百二十五名初中学生参加了这项研究。结果表明:(1)主动探索方法比教程方法触发了更高的学习动机和流程体验;(2)游戏过程和游戏设计的顺序并没有区别学习者的项目表现;(3)为什么高动力和流动经验并不能带来更好的项目绩效的原因有待进一步研究。

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