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Testing framework for investigating learning outcome from quiz game : A Study From Macedonia and Norway

机译:测试问答游戏学习成果的测试框架:马其顿和挪威的研究

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This electronic document is a “live” template and already defines the components of your paper [title, text, heads, etc.] The quiz-game Kahoot! is a Norwegian developed quiz game that is used in all countries in the world. At the Inland University of Applied Sciences, Kahoot! has been played in several classes and in different ways. This paper will present research at the elementary level both in Macedonia and in Norway. The research is based on an adapted version of the Education Games Evaluation Framework. The adaption is mainly due to it not being a computer game, but a quiz game. The framework for testing the learning outcome from games is based on factors that influence on students Quality of Experience, while playing the game, game's ease of use, usefulness, educational value of the game, adoption of the game to the curricula, and teachers' opinion concerning using the game in the learning process. The purpose of the educational games evaluation framework guideline is to identify different parameters that influence on qualitative integration of educational games in the classroom and investigate their interconnections. The parameters refer to students' attitudes, opinions and interactions during the game. Game's ease of use is a factor that determines students' motivation for using the game for learning. We also took into account the use of a game for achieving educational goals (not only as an assessment method). In that way we tried to make a correlation between entertainment and educational value of a game. The evaluation guideline provides the way to create questionnaires for educational games evaluation. This evaluation framework guideline was used to evaluate several educational games available on market (e.g., ScottieGo) and prototypes (e,g, ZookKemon Go). For the quiz game the adjustments have been to reduce the number of questions regarding the specific gaming questions and rather add questions that are directed directly towards the quiz game. The pupils at the elementary school have played Kahoot! both in Macedonia and in Norway in order to support the learning outcome from the lectures. The teachers use it as a way of both breaking up the lectures, and to test the pupils. The learning from the quiz game has been discussed. There is an ongoing investigation regarding Kahoot! supporting deep or surface learning. The preliminary results are pointing towards surface learning rather than deep learning. However, the activity of performing a quiz game can have a value in itself. It breaks up the lecture and used as an indicator of what the pupils have learned, it can be perceived as both fun and educational by the pupils. A quiz game can thus be used to boost reflection processes. The pupils will have little time to reflect, but they will still have to recall what they think is the answer. These reflections can also contribute towards the learning outcome. For this paper, we have focused on if the pupils perceive playing the quiz game as fun. We have asked if they have had fun competing, if they have had fun playing it with their class mates, if they are motivated to learn when using the quiz game, if they learn something from the gaming and if they would like to continue playing the quiz game in class. Keeping in mind that these are pupils in elementary school, we suggest that these questions from the quantitative survey would provide us with data that would answer our questions: “do pupils find it fun to play (quiz) games in class?” and “does the gaming contribute to a perceived learning outcome”.
机译:该电子文档是一个“实时”模板,已经定义了论文的组成部分[标题,文本,标题等。]问答游戏Kahoot !!是挪威开发的测验游戏,在世界所有国家/地区都有使用。在内陆应用科学大学,Kahoot!已经在几节课中以不同的方式演奏。本文将介绍马其顿和挪威的基础研究。该研究基于教育游戏评估框架的改编版本。改编主要是因为它不是电脑游戏,而是问答游戏。测试游戏学习结果的框架基于影响学生体验质量的因素,例如在玩游戏时,游戏的易用性,有用性,游戏的教育价值,游戏在课程中的采用以及教师的学习能力。有关在学习过程中使用游戏的意见。教育游戏评估框架指南的目的是确定影响教室中教育游戏质量整合的不同参数,并研究它们之间的相互关系。参数指的是学生在游戏中的态度,观点和互动。游戏的易用性是决定学生使用游戏进行学习的动机的一个因素。我们还考虑了使用游戏实现教育目标(不仅是一种评估方法)。通过这种方式,我们试图在娱乐性和游戏的教育价值之间建立关联。评估指南提供了创建教育游戏评估问卷的方法。该评估框架指南用于评估市场上可用的几种教育游戏(例如ScottieGo)和原型(例如ZookKemon Go)。对于问答游戏,调整是为了减少有关特定游戏问题的数量,而是增加直接针对问答游戏的问题。小学的学生们玩过Kahoot!在马其顿和挪威,以支持讲座的学习成果。老师将其用作拆分课程和测试学生的一种方式。已经讨论了从问答游戏中学习的内容。关于Kahoot!的调查正在进行中。支持深度学习或表面学习。初步结果指向表面学习而非深度学习。但是,进行问答游戏的活动本身可以具有价值。它分解了授课内容,并用作指示学生学到了什么的标志,可以被学生视为既有趣又具有教育意义。测验游戏因此可以用来促进反思过程。学生将没有时间思考,但是他们仍然必须回忆他们认为答案的答案。这些思考也可以有助于学习成果。在本文中,我们关注的是学生是否认为玩测验游戏很有趣。我们询问了他们是否有过比赛的乐趣,是否有与同班人一起玩的乐趣,是否有使用志趣游戏时学习的动力,是否从游戏中学到了什么以及是否愿意继续玩游戏?课堂上的问答游戏。请记住,这些是小学学生,我们建议定量调查中的这些问题将为我们提供可以回答我们问题的数据:“学生在课堂上玩(测验)游戏是否有趣?”和“游戏是否有助于感知的学习成果”。

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