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The Use of Games as an Educational Web2.0 Technology A Survey of Motivations for Playing Computer Games at HE Level

机译:游戏的使用作为教育网WEB2.0技术对他在他级别的电脑游戏的动机调查

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Serious games are considered by some educationalists to be a potentially highly motivating form of supplementary education. In some cases, serious games are stand-alone but if delivered over the web is a subset of Web2.0 technologies. To properly deliver serious games over the web for educational purposes it is important to understand the motivations for playing computer games for leisure and for playing computer games in an educational context. This paper will present the findings of a survey carried out in a Higher Education (HE) institution involving 415 participants to ascertain what motivations and attitudes HE students have towards playing computer games in general, playing computer games when they get progressively more difficult and playing computer games for educational purposes. The results indicate that challenge is the most important motivation for playing computer games when they get progressively difficult and for playing computer games in HE. Challenge is the fourth most important motivation for playing computer games in general.
机译:一些教育家认为严肃的比赛是一个潜在的辅助教育的激励形式。在某些情况下,严重的游戏是独立的,但如果在Web上交付是Web2.0技术的子集。为了适当地通过网上提供严肃的游戏以获得教育目的,了解在教育背景下玩电脑游戏的动机是重要的。本文将展示在高等教育(HE)机构中进行的调查结果,涉及415名参与者,以确定他的学生们一般地玩电脑游戏的动机和态度,当他们逐渐变得更加困难和播放电脑时玩电脑游戏教育目的的游戏。结果表明,当他们逐渐困难和玩计算机游戏时,挑战是玩电脑游戏的最重要动机。挑战是一般播放电脑游戏的第四个最重要的动机。

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