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Online Educational Games-Based Learning in Disaster Management Education: Influence on Educational Effectiveness and Student Motivation

机译:灾害管理教育中基于在线教育游戏的学习:对教育有效性和学生动机的影响

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The aim of this study was to measure the learning effectiveness and motivational appeal of an online games for learning Disaster Management Education (DME) concepts, which was designed according to the curricular objectives and the subject matter of the Mepco Schlenk Engineering College (MSEC) curriculum, as compared to a similar application, encompassing equal learning objectives and content but lacking the gaming aspect. The study also investigated prospective gender differences in the game's learning efficacy and motivational appeal. The sample was 124 students, who were arbitrarily apportioned to two groups, one of which used the online gaming application (Group A, N = 62) and the other one the non-user of online gaming one (Group B, N = 62). A Disaster Management Knowledge Test (DMKT) was used as the pre-test and post-test. Students were also perceived during the interventions. Data analyses disclosed that the gaming approach was both more active in stimulating students' knowledge of DME concepts and more motivational than the non-online gaming approach. Despite girls' greater involvement with, liking of and experience in disaster online gaming, and their greater initial disaster management knowledge, the learning gains that boys and girls achieved through the usage of the game did not differ significantly, and the game was found to be more motivational for girls than the boys. The results suggest that within MSEC, online educational disaster management games can be exploited as effective and motivational learning environments, irrespective of students' gender.
机译:这项研究的目的是评估网络游戏的学习效果和动机,以学习灾难管理教育(DME)概念,该概念是根据Mepco Schlenk工程学院(MSEC)课程的课程目标和主题设计的与类似的应用程序相比,包含相同的学习目标和内容,但缺少游戏方面。该研究还调查了游戏学习效果和动机方面的预期性别差异。样本是124名学生,他们被任意分配到两组,一组使用在线游戏应用程序(组A,N = 62),另一组使用非在线游戏用户(组B,N = 62)。 。灾难管理知识测验(DMKT)被用作前测和后测。在干预过程中还可以感觉到学生。数据分析显示,与非在线游戏方法相比,游戏方法在激发学生对DME概念的认识上更加活跃,并且更具激励性。尽管女孩对灾难在线游戏的参与度更高,更喜欢并具有丰富的经验,并且他们拥有更丰富的初始灾难管理知识,但男孩和女孩通过使用游戏所获得的学习收益并没有显着差异,并且发现该游戏是对女孩的激励比对男孩的激励更大。结果表明,在MSEC内,在线教育灾难管理游戏可以被用作有效和激励性的学习环境,而与学生的性别无关。

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