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Comparison of a video game based learning environment and a traditional learning environment.

机译:基于视频游戏的学习环境与传统学习环境的比较。

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摘要

There are many ways to teach within a classroom environment. Traditional teaching methods have been successful because they can be applied in almost any classroom and are useful for imparting knowledge to a learner (Chang & Fisher, 2001). However, understanding and being able to apply that knowledge can be a challenge within a normal classroom environment. Simulations and games have been used in both the past and the present by the military and the government to teach and fine tune desired skills (Balci, Bertelrud, Esterbrook, & Nance, 1997). Video games and simulations give the learner a chance to apply their knowledge in a range of situations safely and with minimal cost. Many current video games mimic real world situations and can be used to create hands-on learning experiences. Learners gain self-efficacy towards the selected topic and are able to apply their empirical knowledge and cognitive reasoning skills.;This study planned to evaluate and compare the effectiveness of using video games in the classroom to a traditional learning environment. Learners will be evaluated on their perception of the learning environment and their retention of knowledge. According to the literature, video games provide a unique and diverse learning environment. Popular video games often have the concepts of social cognitive theory, scaffolding and application of knowledge built into their gameplay. The layout of the study was created with these concepts in mind.;The participants were adult learners from a community college setting who volunteered to take part in the two hour study. They attended two modules; one module to gain a knowledge base and another module that split the group into two different classrooms: Video Game Based and Traditional. They took the WEBLEI-VGB (Web Based Learning Inventory) that was adapted from an instrument created by Chang and Fisher (2003) and a Content Knowledge Assessment. The data was analyzed and the two classrooms were compared. Despite low participation in the study, the reported data and the addressed literature emphasizes the need for future studies involving video games, learning environments and knowledge retention.
机译:在教室环境中进行教学的方法有很多。传统的教学方法之所以成功,是因为它们几乎可以在任何教室中使用,并且对于向学习者传授知识很有用(Chang&Fisher,2001)。但是,在正常的课堂环境中,理解和应用该知识可能是一个挑战。过去和现在,军事和政府都使用模拟和游戏来教授和微调所需的技能(Balci,Bertelrud,Esterbrook和Nance,1997)。电子游戏和模拟使学习者有机会以最小的成本安全地将其知识应用于各种情况。当前许多视频游戏都模仿现实世界的情况,可用于创建动手学习体验。学习者对所选主题具有自我效能感,并能够运用其经验知识和认知推理技能。该研究计划评估和比较在传统学习环境下在教室中使用视频游戏的有效性。将根据学习者对学习环境的感知和知识的保留程度对学习者进行评估。根据文献,视频游戏提供了独特且多样化的学习环境。流行的视频游戏通常在其游戏玩法中包含社会认知理论,脚手架和知识应用的概念。研究的布局是考虑到这些概念而创建的。参与者是来自社区大学的成人学习者,他们自愿参加了两个小时的研究。他们参加了两个单元;一个模块用于获取知识库,另一个模块将小组分为两个不同的教室:基于视频游戏的教室和传统教室。他们采用了WEBLEI-VGB(基于网络的学习清单),该清单是由Chang和Fisher(2003)创建的一种工具以及一个内容知识评估改编而成的。分析数据并比较两个教室。尽管参与研究的人数较少,但报告的数据和所涉及的文献强调需要进行涉及视频游戏,学习环境和知识保留的未来研究。

著录项

  • 作者

    Barron, Jessica Lynn.;

  • 作者单位

    Duquesne University.;

  • 授予单位 Duquesne University.;
  • 学科 Educational technology.;Community college education.;Curriculum development.;Pedagogy.;Mass communication.
  • 学位 Ed.D.
  • 年度 2015
  • 页码 166 p.
  • 总页数 166
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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