【24h】

Learning by Playing and Learning by Making

机译:边玩边学和边做边学

获取原文

摘要

Serious video games have been proposed as a means to engage students with the Science, Technology, Engineering, Mathematics (STEM) curriculum, but there is limited research on the required game elements and teaching practices. In particular, there is limited evidence on the effects of the storytelling element and of student involvement in making games on the learning performance and on the attitudes of the students. For this purpose, we designed a between groups experiment with eighty students (12 to 13 years old). They formed three equivalent groups of twenty students each who practiced with a serious game in three different ways. The first group played the storytelling game, the second played the same game but with no story, and the third was engaged with modifying the game code. Finally, the last (control) group practiced traditionally by solving exercises on paper. We found that girls with low grades benefited the most by playing the game and by engaging with the code and that the game making group wishes to repeat the exercise. Further research should perform similar studies with a focus on involving students in serious game modification, over longer periods of time and for additional curriculum topics.
机译:已经提出了严肃的视频游戏,作为使学生参与科学,技术,工程,数学(STEM)课程的一种手段,但是对于所需的游戏元素和教学实践的研究很少。特别是,关于故事元素的影响以及学生参与制作游戏对学习成绩和学生态度的影响的证据有限。为此,我们设计了80名学生(12至13岁)的小组间实验。他们组成了三个相等的小组,每组二十名学生,每人以三种不同的方式练习严肃的游戏。第一组玩讲故事的游戏,第二组玩相同的游戏但没有故事,第三组参与修改游戏代码。最后,最后一个(对照组)小组通常通过解决纸上的练习来进行练习。我们发现,成绩低下的女孩通过玩游戏和与代码互动而受益最大,并且游戏制作小组希望重复练习。进一步的研究应进行类似的研究,重点是让学生长时间进行认真的游戏修改,并涉及其他课程主题。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号