首页> 外文会议>Proceedings of the IEEE International Conference on Advanced Materials for Science and Engineering >Investigating elementary students' epistemological beliefs, game preference by applying game-based learning to a history course
【24h】

Investigating elementary students' epistemological beliefs, game preference by applying game-based learning to a history course

机译:通过将基于游戏的学习应用于历史课程,研究小学生的认识论信念,游戏偏好

获取原文
获取原文并翻译 | 示例

摘要

In this study, a game integrated historical events were designed for improving and promoting students' motivation and understanding for history education. For this reason, the epistemological beliefs were incorporated in the model to explore students' digital games preference by applying technology acceptance model (TAM). A total of 112 fifth grade students in an elementary school were participated in a four-week digital history game learning. A partial least squares (PLS) technique applied to verify that intention to use digital games was directly influenced by students' game preferences and epistemological beliefs. Therefore, educators should recognize and enhance students' epistemological beliefs when implementing the game-based learning, and increase students' game learning effectiveness.
机译:在这项研究中,设计了一个整合历史事件的游戏,以改善和促进学生对历史教育的动机和理解。因此,将认识论信念纳入模型,通过应用技术接受模型(TAM)探索学生对数字游戏的偏好。一所小学的112名五年级学生参加了为期四周的数字历史游戏学习。应用部分偏最小二乘(PLS)技术来验证使用数字游戏的意图直接受到学生的游戏偏好和认识论信念的影响。因此,在实施基于游戏的学习时,教育者应认识并增强学生的认识论信念,并提高学生的游戏学习效果。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号