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A TALE OF TWO SIMULATIONS IN HIGHER EDUCATION: EXPLORING THE BENEFITS OF A BOARD GAME AND AN ONLINE SIMULATION

机译:高等教育中的两种模拟故事:探索棋盘游戏的好处和在线模拟

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In a holistic picture of two simulations in the same field, some tentative generalisations can be made. For students on the lower performing layer of a class, it seems that both the board game simulation as the online simulation was valuable in understanding the subject better, more so than for students who were performing well. The higher performing students gained valuable acquaintance with peer students in the board game, a unique affordance of the face-to-face mode of interaction. The lower performing students enjoyed the online simulation more than the high-performers, and evaluated the web-components more positively than the higher performers. The third year students as a group found the most value in the theory-praxis aspect and learning about the professional process. The praxis in the board game was not perceived as vividly, having a lower fidelity, but was more enjoyable. Transferring learning to the workplace, was achieved equally well for lower performing, novice as expert, high performing students, signifying that the simulation's fidelity was pitched at an appropriate level.
机译:在同一领域中两个模拟的整体图中,可以做一些初步的概括。对于班级表现较差的学生而言,似乎棋盘游戏模拟和在线模拟对于更好地理解该科目都具有宝贵的作用,比表现良好的学生更有价值。成绩较高的学生在棋盘游戏中与同龄学生相识,这是面对面互动方式的独特体现。表现较差的学生比表现较高的学生更喜欢在线模拟,对网络组件的评价也比表现较高的学生更积极。三年级的学生在理论实践和学习专业过程方面发现了最大的价值。棋盘游戏中的实践并不那么生动,保真度较低,但更令人愉悦。将学习成果转移到工作场所,对于成绩较低的新手(专家级的新手)和成绩优异的学生,均取得了不错的成绩,这表明模拟的逼真度处于适当的水平。

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