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A Fun-Accuracy Trade-Off in Game-Based Learning

机译:基于游戏的学习中的趣味性折衷

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The present paper illustrates that the game-based implementation of a learning task - here to train basic math skills - entails benefits with strings attached. We developed a game for learning math with its core element based on the number line estimation task. In this task, participants have to indicate the position of a target number on a number-line, which is thought to train basic numerical skills. Participants completed both the game on a mobile device and a conventional paper-pencil version of the task. They indicated to have significantly more fun using the game-based environment. However, they also made considerably higher estimation errors in the game compared to the paper-pencil version. In this case, more fun in a math-leaming task was ultimately bought at the expense of lower reliability, namely lowered accuracy of estimations in the learning game. This fun-accuracy trade-off between adding elements for enjoyment and clarity of content is discussed together with the consequences for game-design.
机译:本文说明了基于游戏的学习任务的实现-这里是训练基本的数学技能-附带有附加条件就可以带来好处。我们开发了一款用于学习数学的游戏,它的核心要素是基于数字线估计任务。在此任务中,参与者必须在数字线上指示目标数字的位置,这被认为是训练基本的数字技能。参与者既可以在移动设备上完成游戏,也可以完成常规的铅笔练习。他们表示使用基于游戏的环境会带来更多乐趣。但是,与纸质铅笔版本相比,他们在游戏中的估计误差也高得多。在这种情况下,最终以降低可靠性(即降低学习游戏中的估计准确性)为代价,在学习数学的任务中最终获得了更多的乐趣。讨论了添加娱乐性元素和内容清晰性之间的这种乐趣准确性的取舍,以及对游戏设计的影响。

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