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An Earthquake Engineering Education Research Methodology for Game-Based Learning

机译:基于游戏学习的地震工程教育研究方法

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The authors present a research paper about an innovative research and development (R&D) methodology for game-based learning to integrate engineering education and 21st century learning. Prior to game development, a literature review on gaming revealed a lack of systematic methods for integrating research into design and implementation strategies of many game-based learning environments, much less one for enhancing learners' understanding of engineering and advancing abilities to think critically, argue scientifically, and use metacognition to analyze strategic thinking. We employed a non-linear, holistic methodology framed by Dick, Carey, and Carey's instruction-based R&D template to develop a collaborative-competitive board game for middle and high school students, entitled Earthquake. We integrated critical game-design techniques for the game to be enjoyable while increasing players' knowledge and expertise through repetitive play. The instruction-design template contains five R&D phases: Analyze, Develop, Design, Implement, Evaluate. In the Analyze phase, we established learning objectives to introduce players to earthquake engineering while enhancing critical thinking, scientific argumentation, and metacognition. With learning objectives established, we began the Develop phase for game prototyping, assisted by nine focus groups of experts (n=16) from various backgrounds, including science education, civil engineering, gaming, teaching, and educational administration. We used this resulting prototype in the Design phase for teachers (n=14) to test-play. The use of teacher-participants satisfied fundamental game-design principles: that three to five game-testers sufficiently elucidate mechanical and aesthetic kinks, and that prototype-testers represent a sample of individuals familiar with the context in which the game would eventually be implemented. Four teacher-groups played Earthquake once in a professional development engineering education workshop. Abiding by game-design protocol, each group contained three or four teachers. After the test-play, we conducted semi-structured interviews of each teacher-group. Questions probed what teachers learned about earthquake engineering, what they did and did not like, what they would change, and how effective they thought the game was in teaching interconnectivity of urban infrastructure components. We analyzed interview transcripts with constant comparison qualitative methodology to capture emergent patterns among teachers' comments. Results indicated needs for more player roles, clarifications in playing cards, and the production of an introductory video to highlight the game's function. We integrated these Design-based results during the Implement phase to modified Earthquake again for the Evaluate phase. During the Evaluate phase, six high school students formed two groups to play the game twice in one after-school session. Students remained in the same group for both games. We video-recorded students' game-play for both games. Using a game-based learning checklist (inter-coder reliability of 87%), we analyzed videotapes to identify qualities of students' dialogue and actions. The checklist served to document and compare evidence of met learning objectives. Our comparisons of first and second plays showed student-gains for earthquake engineering content knowledge, critical thinking, scientific argumentation, and metacognition, thus providing evidence of effectiveness of this particular instructional innovation in advancing students' knowledge and abilities in engineering. Furthermore, we found the R&D methodology provided an appropriate, systematic framework for integrating research methodologies at every phase in the R&D process.
机译:作者提出了一份关于基于游戏学习的创新研究和开发(研发)方法的研究论文,以整合工程教育和21世纪学习。在游戏之前,游戏的文献综述揭示了将研究纳入许多基于游戏的学习环境的设计和实施策略的缺乏系统的方法,更少是为了提高学习者对工程和推进能力的理解,令人统治性地思考科学地,使用元认知来分析战略思维。我们聘请了由迪克,凯蒂和凯里教学的研发模板构成的非线性,整体方法,为题为地震的中高中生开发一个协作竞争力的棋盘游戏。我们综合了游戏的关键游戏设计技术,同时通过重复戏剧增加球员的知识和专业知识。指令设计模板包含五个R&D阶段:分析,开发,设计,实施,评估。在分析阶段,我们建立了学习目标,以引入地震工程,同时提高批判性思维,科学论证和元认知。通过建立学习目标,我们开始开发游戏原型的阶段,从各种背景中获得九个焦点小组(N = 16),包括科学教育,土木工程,游戏,教学和教育管理。我们在设计阶段使用了这一结果的原型,为教师(n = 14)进行测试。使用教师 - 参与者满足基本的游戏设计原则:三到五个游戏测试人员充分阐明了机械和美学扭结,并且原型测试人员代表熟悉游戏最终将实施的上下文的个人样本。四个教师团体在专业开发工程教育车间中发挥了曾经的地震。遵守游戏设计协议,每组载有三个或四位教师。在测试中播放后,我们对每个教师组进行了半结构化访谈。问题探讨了教师了解地震工程,他们所做的事情和不喜欢,他们会改变的是什么,以及他们认为游戏的效果是在城市基础设施部件的互联中教学。我们分析了持续比较定性方法的面试成绩单,以捕捉教师评论中的紧急模式。结果表明需要更多的球员角色,扑克牌的澄清,以及介绍视频的生产,突出游戏的功能。在工具阶段期间,我们将这些基于设计的结果进行了整合,以改进地震,再次进行评估阶段。在评估阶段,六名高中学生组成了两组,在一个课后会议中两次玩游戏。两个游戏都留在同一个小组中。我们视频录制了学生的游戏游戏。使用基于游戏的学习清单(编码器可靠性为87%),我们分析了录像带来确定学生对话和行动的质量。清单用于记录和比较符合符合学习目标的证据。我们的第一和第二次戏剧的比较显示了地震工程内容知识,批判性思维,科学论证和元认知的学生收益,从而提供了这种特殊教学创新的有效性的证据,以推动学生的知识和工程能力。此外,我们发现研发方法提供了适当的系统框架,用于将研究方法集成在R&D过程中的每个阶段。

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