【24h】

Measuring Engagement to Stimulate Critical Thinking

机译:测量敬业度以激发批判性思维

获取原文

摘要

This research is a theoretical study of game-augmented instruction for learning and playing mathematics challenges. We wanted to extend our work with a unique Studio-Based Learning (SBL) model for peer-critiques of project designs. SBL had been used successfully in 15 universities as an approach for helping undergraduate computer science students improve their programming skills and code reviews. We piloted the model in a 9lh-grade spatial studies class with some success in teaching freshmen how to critique their work and participate in peer reviews across teams. From those experiences we developed a framework for an interactive mobile application of the studio experience. Research with a group of student athletes revealed that before mobile development, we needed to consider the constraints of learner characteristics on the mobile environment. This study sets out the design for a pilot test of our finding that learning style may drive game features for instruction.
机译:这项研究是对学习和玩数学挑战的游戏增强教学的理论研究。我们想通过一个独特的基于工作室的学习(SBL)模型来扩展我们的工作,以对项目设计进行同行评议。 SBL已在15所大学中成功使用,作为一种方法来帮助计算机科学专业的本科生提高其编程技能和代码审查。我们在9lh级的空间研究课程中试用了该模型,并成功地教了新生如何批判他们的工作以及如何参加团队的同行评审。从这些经验中,我们为工作室经验的交互式移动应用程序开发了一个框架。对一组学生运动员的研究表明,在进行移动开发之前,我们需要考虑学习者特征对移动环境的约束。这项研究针对我们的发现进行了试验设计,我们发现学习风格可能会推动游戏功能的发展。

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