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Evaluation of the learning effectiveness of game-based and hands-on gear train laboratories

机译:基于比赛和实践齿轮制作实验室的学习效果的评估

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Recently, academic institutions have started to explore the potential of commercially available multiplayer computer game engines for the development of virtual environments for instructional purposes. This trend is motivated by the fact that many students are highly accustomed to and knowledgeable about playing electronic and computer games. Computer games share a number of potential characteristics with effective instructional tools and therefore have a great potential for positively affecting learning. Achieving a sense of immersion by the students and interactive collaboration among them are two of the main goals being pursued in exploring new types of educational laboratories as alternatives or complements to traditional hands-on experiments. A scripted scenario for a game-based gear train laboratory exercise was implemented in ‘ME 358 Mechanisms and Machine Dynamics’, a junior-level course for mechanical engineering majors at Stevens Institute of Technology (SIT). This paper discusses the learning assessment conducted in that implementation. The results are presented for two assessment studies comparing versions of game-based gear train experiments to workbook-based gear train experiments with a ‘hands-on’ laboratory experience. The results suggest that the students learned the concepts addressed by the laboratory content better in the game-based condition and that they had a realistic understanding and appreciation of the practical advantages of game-based gear train experiments over more traditional learning experiences. In addition, a questionnaire was administered to the students and then analyzed in order to obtain further insights into the students' opinions about and attitudes toward the game-based laboratory approach.
机译:最近,学术机构已经开始探索商业上可获得的多人计算机游戏引擎的潜力,以便为教学目的开发虚拟环境。这种趋势是由于许多学生高度习惯和知识渊博的是,这一趋势是在播放电子和电脑游戏的事实中的动机。电脑游戏共享一些具有有效教学工具的潜在特征,因此具有积极影响学习的巨大潜力。通过学生和互动合作实现沉浸感,是探索新型教育实验室作为传统实践实验的替代品或补充的两个主要目标。基于游戏的齿轮火车实验室锻炼的脚本方案是在&#x2018实施的。Me 358机制和机器动态’,史蒂文斯理工学院机械工程专业的初级级课程(坐下)。本文讨论了该实施中进行的学习评估。结果呈现出两项评估研究,将基于游戏的齿轮试验版本的版本与工作型齿轮列车实验与A&#x2018进行比较;实际的实践’实验室经验。结果表明,学生们在基于比赛的条件下更好地了解了实验室内容所涉及的概念,并且他们对基于游戏的齿轮火车实验的实际优势进行了现实的理解和欣赏,在更传统的学习体验中。此外,向学生提供调查问卷,然后进行分析,以便进一步了解学生对基于比赛的实验方法的态度和态度的进一步见解。

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