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A comparative study of the effect of collaborative problem-solving in a Massively Multiplayer Online Game (MMOG) on individual achievement.

机译:大规模多人在线游戏(MMOG)中协作解决问题对个人成就的影响的比较研究。

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摘要

Since the early 2000s, significant attention has been given to the academic potential of a new type of online game called Massively Multiplayer Online Games (MMOGs) that take place in 3-dimensional (3D) immersive persistent worlds. MMOGs are believed to hold significant promise for educators because they provide for the player (learner) rich learning opportunities that exemplify quality-learning experiences but there is little empirical research and published work on MMOGs. The purpose of this study was to investigate the impact of collaborative problem solving during MMOG play on the individual achievement (posttest and concept-map construction scores) of 159 sixth-grade students. There were four comparison groups of existing, intact sixth-grade classes (n=100): two taught by the researcher and two taught by the regular sixth-grade science teacher and an experimental group of two existing, intact sixth-grade classes (n=59) taught by the researcher. During the 8-day investigation, the experimental group played Web Earth Online, an ecology-based MMOG, and the comparison group received traditional instruction that included multimedia-rich, hands-on, collaborative activities to learn about the life cycle and survival needs of the Eastern Bluebird. A content analysis of the log files of player dialog to assess player collaborative teamwork during MMOG play was utilized. A dependent-samples t test and an analysis of variance (ANOVA) was utilized to examine the differences in performance between the experimental and comparison groups on the content knowledge assessment and concept-map construction task. A correlation of frequencies was utilized to examine the relationship between collaborative teamwork-strategy scores of students in the MMOG group and posttest and concept-map scores. Satisfaction surveys were administered to examine game and unit satisfaction.;Results of the analysis showed that individuals who participated in the experimental group tended to have statistically significant lower posttest scores than students in the comparison group taught by the researcher (based on the 33-item test results) or in the comparison group taught by the teacher (based on the more reliable 17-item test results). Although no statistically significant differences were found in the scores from the experimental group, a statistically significant difference between pre- and posttest was found for the whole sample. Descriptive statistics indicated that learning growth occurred in both groups as evidenced by the pre-and posttest difference in means.;Moreover, nonsignificant differences among the three groups in terms of concept-map scores were observed. An analysis of the chat log files of the MMOG participants revealed that only 30% of the chats involved collaboration, with the more common strategies being Communication, Leadership, and Interpersonal. A statistically significant positive correlation was found between usage of Leadership strategies and posttest scores. Findings from correlation results show that there is a high degree of interitem correlation between the collaborative strategies identified for the study from the chat log files of the experimental group.;The percentage of responses of agree and strongly agree that participants learned from the MMOG and the instructional unit are 82%, 58%, and 75% for experimental, researcher's comparison, and teacher's comparison, respectively, with the experimental students overwhelmingly indicated they learned about the Eastern Bluebird.;The findings from this study suggested that the educational use of video games, specifically MMOGs, can be a viable pedagogical strategy. Results indicated that Web Earth Online was engaging and motivating for students and that the study indicated that concept maps are appropriate instruments to measure learning in a MMOG. Because of the growth in learning in both groups a claim can be made that the rich learning experiences in the comparison groups provided a situated-learning environment (authentic context, authentic activities, authentic assessment, expert modeling, and situated mentoring) that was very similar to the experiences of students in the experimental groups.
机译:自2000年代初期以来,人们就极大地关注了在3D(3D)沉浸式持久世界中发生的新型在线游戏Massively Multiplayer Online Games(MMOG)的学术潜力。人们认为MMOG对教育者具有重要的前景,因为它们为玩家(学习者)提供了丰富的学习机会,可以证明质量学习的经验,但是关于MMOG的经验研究和发表的工作很少。这项研究的目的是调查在MMOG比赛中解决协作问题对159名六年级学生的个人成就(后测和概念图构造分数)的影响。现有四个完整的六年级班级(n = 100)的四个比较组:两个由研究人员教授,两个由普通的六年级科学老师授课,还有两个现有的完整班级的实验组(n = 59)由研究人员教授。在为期8天的调查中,实验组播放了基于生态的MMOG Web Earth Online,而比较组则接受了传统的指导,其中包括丰富的多媒体,动手的协作活动,以了解其生命周期和生存需求。东部蓝鸟。利用了玩家对话日志文件的内容分析,以评估MMOG游戏期间玩家的协作团队精神。利用相关样本t检验和方差分析(ANOVA)来检验实验组和比较组在内容知识评估和概念图构建任务上的性能差异。频率的相关性用于检查MMOG组中学生的团队合作策略得分与后测和概念图得分之间的关​​系。进行满意度调查以检查游戏和单位满意度。;分析结果表明,参加实验组的人的测试后成绩往往比研究人员教的对照组的学生具有统计学上的显着降低(基于33个项目)测试结果)或老师教的对照组(基于更可靠的17个项目的测试结果)。尽管在实验组的分数中没有发现统计学上的显着差异,但是对于整个样本,在测试前和测试后之间却发现了统计学上的显着差异。描述性统计表明,两组的学习增长均发生在测试前和测试后的均值差异上。此外,在概念图得分方面,三组之间的差异均无统计学意义。对MMOG参与者的聊天日志文件的分析显示,只有30%的聊天涉及协作,而更常见的策略是沟通,领导和人际交往。在领导力策略的使用和测验分数之间发现统计学上显着的正相关。从相关结果中发现,从实验组的聊天日志文件中为研究确定的协作策略之间存在高度的项目间相关性;同意和强烈同意参与者从MMOG和实验,研究人员的比较和教师的比较的教学单位分别为82%,58%和75%,实验学生绝大多数表示他们了解了东部蓝鸟;该研究的结果表明,视频的教育用途游戏,特别是MMOG,可能是一种可行的教学策略。结果表明,Web Earth Online在吸引和激励学生,并且该研究表明,概念图是衡量MMOG中学习情况的合适工具。由于两组学习的增长,可以断言比较组中的丰富学习经验提供了非常相似的情景学习环境(真实的上下文,真实的活动,真实的评估,专家建模和情景指导)。实验组学生的经验。

著录项

  • 作者

    Harris, Donna.;

  • 作者单位

    University of San Francisco.;

  • 授予单位 University of San Francisco.;
  • 学科 Education Educational Psychology.;Education Curriculum and Instruction.;Education Technology.
  • 学位 Ed.D.
  • 年度 2008
  • 页码 199 p.
  • 总页数 199
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类 教育心理学;教育;
  • 关键词

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