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Using Growing Pet Game in Facebook to enhance students' learning motivation: in Operating System course

机译:在Facebook中使用生长宠物游戏来提高学生的学习动机:在操作系统课程中

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Based on the previous study, game-based Learning can raise students' learning motivation and effectiveness by plentiful sound and light effects. Normal PC games often lack of interactive so that students would feel tired after they play a while. Because of that, this study use the factor of social network to become suddenly popular, we designed the course content in the Facebook and provide the social functions which have pets fighting and scoreboard. Then we probed into the social network games, weather the students could play the social network games without the limitation of time and space or not. And furthermore, we also analyze the social network games' effect for learning motivation and behavior. In this research experiment has the participants total of 141 students who are third year of college students and study the Operating System course. The experimental group has 70 students, and the control group has 71 students. This research use the game concept which is growing pet, user can answer the question about course or normal growing pet ways to grow pet. Through the social function, we make students fight with each other's pet after that they can see the score on the scoreboard. According to the experimental data, we see that students will log in the game and play it actively and some of students even log in game at midnight so that we know a truth students would spend their own time to use this social network game-based learning system without the limitation of time and space. Finally, we also confirm that the social functions which include pets fighting and scoreboard indeed enhance students' learning motivation.
机译:基于以前的研究,基于比赛的学习可以通过丰富的声音和光线效果提高学生的学习动机和有效性。普通的PC游戏经常缺乏互动,以便在播放一段时间后学生会感到疲倦。因此,这项研究利用社交网络的因素突然流行,我们在Facebook中设计了课程内容,并提供了有宠物战斗牌的社交功能。然后我们探讨了社交网络游戏,天气,学生可以在没有时间和空间的限制的情况下玩社交网络游戏。此外,我们还分析了社会网络游戏对学习动机和行为的影响。在本研究中,实验有参与者共有141名学生的大学生,并研究操作系统课程。实验组有70名学生,对照组有71名学生。这项研究用来使用宠物的游戏概念,用户可以回答关于课程或正常不断增长的宠物方式种植宠物的问题。通过社会功能,我们让学生在彼此的宠物竞争之后,他们可以在记分牌上看到得分。根据实验数据,我们看到学生将在午夜积极登录游戏并积极地播放,一些学生甚至登录游戏,以便我们知道一个真理学生将花费自己的时间来使用这种基于社交网络的游戏的学习系统而不限制时间和空间。最后,我们还确认包括宠物战斗和记分牌的社会功能,确实提高了学生的学习动机。

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