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Gaming their way: Learning in simulation strategy video games?

机译:博弈:在模拟策略视频游戏中学习?

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摘要

This mixed methods study investigates how and what students learn by playing a simulation strategy game. 26 children averaging 11 years old played the simulation strategy game RollerCoaster Tycoon 3: Platinum (RCT3) for 24 hours over seven weeks. It was found that the participants learned economics and social studies principles, developed information and technology literacy, and transferred these acquired knowledge and skills to new contexts. They also valued the gaming experience and the disciplinary knowledge gained.;The quantitative component of the study examined disciplinary knowledge gain and transfer as well as motivational valuing. A range of instruments were used to collect data, including pretest-posttest knowledge tests, transfer questions, and a pretest-posttest intrinsic motivation inventory. Despite no prior formal education about basic and foundational economic principles, and their initial belief that games are not for learning school content, participants both acquired disciplinary knowledge and skills and transferred them to new contexts. Participants also reported valuing the experience of learning economics and social studies in a game environment.;The qualitative component of the study examined the process by which students acquired knowledge, and their motivation for doing so. The data for this part of the study came from video-taping of participants as they played the game, interviews of participants, log-sheets of their progress, and participant observation. Analysis of this data indicates that learning by game play was highly personalized and identified two general categories (goal seekers and explorers) of player types that influenced the process of learning. Further quantitative analysis on each of these player types show that though both explorers and goal seekers had significant knowledge gains, explorers were more likely to value the experience of gaming and learning content compared to goal seekers.;The findings of this study indicate that learning of core disciplinary ideas from games is possible. However, it is a complex process dependent on player type, and the nature of game play. This study can inform the design of better games for learning and suggest ways in which such games can be integrated into the curriculum. Finally, this research supports the arguments for mixed methods research on learning from media.
机译:这项混合方法研究旨在研究学生如何通过玩模拟策略游戏来学习以及学习什么。平均11岁的26名儿童在7周内玩了24小时的模拟策略游戏RollerCoaster Tycoon 3:Platinum(RCT3)。研究发现,参与者学习了经济学和社会研究原理,发展了信息和技术素养,并将这些获得的知识和技能转移到了新的环境中。他们还重视游戏经验和所获得的学科知识。;研究的定量组成部分研究了学科知识的获得和转移以及动机评价。使用了一系列工具来收集数据,包括测验前-测验后知识测验,转移问题和测验前-测验内在动机清单。尽管没有接受过有关基本和基本经济原理的正规教育,并且最初认为游戏不适合学习学校内容,但参与者都获得了学科知识和技能,并将其转移到了新的环境中。参与者还报告了对在游戏环境中学习经济学和社会研究的经验的评价。该研究的定性部分考察了学生获取知识的过程及其动机。该研究部分的数据来自参与者在玩游戏时的录像带,参与者的访谈,他们的进度记录表以及参与者的观察。对这些数据的分析表明,通过游戏进行学习是高度个性化的,并确定了影响学习过程的两种类型的一般类别(目标寻求者和探索者)。对每种玩家类型的进一步定量分析表明,尽管探索者和目标寻求者都获得了大量知识,但是与目标寻找者相比,探索者更可能重视游戏和学习内容的体验。来自游戏的核心学科思想是可能的。但是,这是一个复杂的过程,取决于玩家的类型和游戏的性质。这项研究可以为设计更好的学习游戏提供参考,并建议将这些游戏整合到课程中的方式。最后,本研究支持从媒体学习中进行混合方法研究的观点。

著录项

  • 作者

    Foster, Aroutis N.;

  • 作者单位

    Michigan State University.;

  • 授予单位 Michigan State University.;
  • 学科 Education Educational Psychology.;Education Technology of.
  • 学位 Ph.D.
  • 年度 2009
  • 页码 235 p.
  • 总页数 235
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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