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Examining Learners' Reflections over Time During Game-Based Learning

机译:在基于比赛的学习期间,在基于比赛中随着时间的推移检查学习者的思考

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Reflections are critical components of game-based learning environments (GBLEs) as learners must accurately use and monitor self-regulatory pro- while learning with instructional materials. Within this study, we examined how middle-school students (N = 35) learned with Crystal Island, a. microbiology-based GBLE where learners are required to diagnose a disease infecting researchers on an island. This study aimed to identify how learners' time reflecting changed during gameplay and is related to learners' scientific reasoning actions (e.g., information gathering, note-taking, hypothesis formation and testing) and whether this was related to learning gains. Results from a multilevel growth model indicated that time spent reflecting increased over time, but the specific timing of reflection prompts (e.g., after submitting a diagnosis) was related to the time learners reflected over time. Further, time engaging in scientific actions and learning gains moderated the relationship between time spent reflecting between different reflection prompts but does not have a main effect on time spent reflecting. This paper discusses implications for when and how reflection prompts should be triggered during game-based learning and designing GBLEs capable of intelligently and dynamically modeling, scaffolding, and fostering reflective thinking.
机译:反射是基于游戏的学习环境(Gbles)的关键组成部分,因为学习者必须准确使用和监控与教学材料学习的自我监管的亲。在这项研究中,我们审查了中学生如何(n = 35)与水晶岛学到的。基于微生物学的GBEL,学习者需要诊断感染岛上的研究人员的疾病。本研究旨在确定学习者在游戏过程中改变的学习者的时间如何变化,与学习者的科学推理行为有关(例如,信息收集,注意,假设形成和测试)以及这是否与学习收益有关。多级生长模型的结果表明,在反射时间随着时间的推移增加时间,但反射提示的特定时序(例如,提交诊断后)与时间学习者随着时间的推移而相关。此外,时间从事科学行动和学习的时间适度地调节了反映不同反射提示之间的时间的关系,但没有对反射时间的主要效果。本文讨论了在基于比赛的学习和设计高速公路的何时以及如何触发反射提示以及能够智能地和动态建模,脚手架和培养反光思维的动态思想时的何种方式以及如何触发反射提示。

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