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Using digital game-based learning to support vocabulary instruction for developmental reading students.

机译:使用基于数字游戏的学习为发展性阅读学生提供词汇指导。

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摘要

The number of underprepared students entering post-secondary education continues to be a national problem community colleges struggle with by providing remedial instruction while having to satisfy the demands for effective teaching accountability. Reading is one identified area needing remediation; and, a goal for programs to address this shortcoming is to increase vocabulary to improve reading comprehension. The problem was that students placed into developmental courses are often discouraged learners with low motivation and eschew the practice requisite for vocabulary learning.;Many educators are interested in re-creating the compelling environment found in games to parlay the power of digital games to required curriculum learning in order to engage their students. However, despite the preponderance of recent literature advocating digital games for classroom learning, especially the use of complex endogenous games, there is limited empirical evidence for using digital games to achieve defined learning outcomes. Further, no recent studies have examined digital games use with developmental populations. The study designed, developed, implemented, and evaluated the blending of computer-based games with traditional classroom instruction to provide the repetition and active processing required for students to acquire new vocabulary.;The goal was to develop a blended learning design to integrate instructional design and blending design practices to support and improve learning for vocabulary acquisition of developmental readers. A mixed-method (quantitative and qualitative) approach was employed and instructional events for vocabulary lessons were designed and developed using the framework of established models. Pretests and posttest measured achievement in vocabulary gains using three methods of practice: paper-based worksheet, text-based digital game, and video-style digital game. Survey instruments were used to determine students' enjoyment of and motivation using different treatments.;Results confirmed that students found digital games a motivating instructional method; however, no advantage in improving achievement was found using text-based or video-style games over the traditional paper-based worksheets method. A description of the analysis, design, development, implementation, and evaluation of digital games blended with traditional classroom instruction is provided to assist those interested in pursuing digital game-based learning with post-secondary developmental populations. Recommendations are also provided for future research and educational game development.
机译:进入高等学校的准备不足的学生数量仍然是社区大学所面临的一个全国性问题,他们在提供补习指导的同时必须满足有效的教学责任制的要求。阅读是一个需要纠正的领域;并且,解决该缺点的程序的目标是增加词汇量以提高阅读理解力。问题在于,被置于发展性课程中的学生通常不愿以较低的积极性来劝阻学习者,而回避了词汇学习的实践要求。;许多教育者对重新创造游戏中令人信服的环境感兴趣,以将数字游戏的力量赋予所需的课程学习以吸引学生。然而,尽管最近有很多文献主张将数字游戏用于课堂学习,尤其是复杂的内生游戏的使用,但使用数字游戏实现明确的学习成果的经验证据有限。此外,最近没有研究研究数字游戏在发展人群中的使用。该研究设计,开发,实施和评估了计算机游戏与传统课堂教学的融合,以提供学生学习新词汇所需的重复和主动处理功能;目标是开发一种融合学习设计以整合教学设计以及融合设计实践以支持和改善对发展性读者的词汇学习。采用混合方法(定量和定性)方法,并使用已建立的模型框架设计和开发词汇课程的教学活动。前测和后测使用三种练习方法测量了词汇学习成绩:基于纸的工作表,基于文本的数字游戏和视频风格的数字游戏。结果表明,学生发现数字游戏是一种激励性的教学方法;使用调查工具可以确定学生对游戏的兴趣和动机。但是,与传统的基于纸张的工作表方法相比,使用基于文本或视频样式的游戏在提高成绩方面没有发现优势。提供了与传统课堂教学相结合的数字游戏的分析,设计,开发,实施和评估的描述,以帮助有兴趣在中学后发展群体中追求基于数字游戏的学习的人们。还提供了有关未来研究和教育游戏开发的建议。

著录项

  • 作者

    Frederick, Patricia A.;

  • 作者单位

    Nova Southeastern University.;

  • 授予单位 Nova Southeastern University.;
  • 学科 Education Instructional Design.;Education Reading.;Education Technology of.
  • 学位 Ph.D.
  • 年度 2010
  • 页码 152 p.
  • 总页数 152
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

  • 入库时间 2022-08-17 11:36:43

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