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Transitioning towards the digital native: Examining digital technologies, video games, and learning.

机译:向数字原生代过渡:检查数字技术,视频游戏和学习。

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摘要

Although digital technologies have become commonplace among people who grew up around them, little is known about the effect that such technology will have on learners or its impact on traditional methods of educational delivery. This dissertation examines how certain technologies affect digital natives and seeks to understand specific correlations that emerge among video games, and colleges that offer both traditional and online courses.;The research questions guiding this research study are (a) To what extent, if any, is there a correlation between academic achievement and digital native learners? (b) To what extent, if any, is there a correlation between playing video games and high academic achievement'? (c) To what extent, if any, is there a significant difference between utilizing technology and preference in virtual courses? (d) To what extent, if any, is there a significant difference between learning preferences and playing video games? (e) To what extent, if any, is there a correlation between playing games online and taking virtual courses?;The data were gathered through an online survey of closed-ended questions. Two hundred and thirty-five Miami Dade College students participated in this study, responding to an online instrument questionnaire. Although the results showed no significant relationships within the inferential assessment, close examination revealed a trend effect (p = .052) in participants' preference for virtual or hybrid courses which reflected their amount of technology usage. Moreover, if this trend is accurate, then it may indicate that digital natives will be more inclined towards preferring virtual or hybrid courses over their traditional counterparts.
机译:尽管数字技术已经在周围成长的人们中变得司空见惯,但人们对这种技术对学习者的影响或对传统教育方法的影响知之甚少。本论文探讨了某些技术如何影响数字原住民,并试图了解视频游戏以及提供传统和在线课程的大学之间出现的特定关联。指导本研究的研究问题是:(a)在何种程度上,学术成就和数字本地学习者之间是否存在关联? (b)玩电子游戏与高学业成绩之间有什么关联(如果有的话)? (c)在虚拟课程中,利用技术和偏好之间有什么显着差异(如果有的话)? (d)学习偏好和玩电子游戏之间有什么显着差异(如果有的话)? (e)在线玩游戏和参加虚拟课程之间有什么关联(如果有)?数据是通过对不限成员名额问题的在线调查收集的。 235名迈阿密戴德学院的学生参加了这项研究,对在线仪器问卷进行了回复。尽管结果表明推断评估中没有显着相关性,但仔细检查发现,参与者对虚拟课程或混合课程的偏好存在趋势效应(p = .052),这反映了他们的技术使用量。此外,如果这种趋势是准确的,则可能表明数字本地人将比其传统同行更倾向于选择虚拟或混合课程。

著录项

  • 作者

    Salomon, John.;

  • 作者单位

    Union Institute and University.;

  • 授予单位 Union Institute and University.;
  • 学科 Educational technology.
  • 学位 Ph.D.
  • 年度 2010
  • 页码 118 p.
  • 总页数 118
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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