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Exploring the Integration of Constructivist Computer Game-based Learning into Formal School Curriculum Teaching.

机译:探索将建构主义的基于计算机游戏的学习方法纳入正规学校课程教学中。

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摘要

The present research was an exploratory investigation of how computer gaming could be adopted in learning and teaching in the context of school education. Specifically, it was aimed at exploring the design of integrating constructivist computer game-based learning into formal school curriculum teaching. In view of the current deficiencies in the domain of computer game-based learning ([1] lack of appropriate computer games for formal curriculum teaching in school education, [2] lack of pedagogy for computer game-based learning, and [3] lack of understanding of students' computer game-based learning process), a three-stage research approach was adopted to achieve the research aim.;Stage I involved the design and technical implementation of an operable pedagogical framework, VISOLE (Virtual Interactive Student-Oriented Learning Environment) for facilitating the integration of constructivist computer game-based learning into formal school curriculum teaching. VISOLE is composed of three learning and teaching phases, namely Multi-disciplinary Scaffolding (Phase 1), Game-based Situated Learning (Phase 2), and Reflection and Debriefing (Phase 3). FARMTASIA is the first technical implementation of VISOLE, in which the content was developed based on the topic of Agriculture in the senior secondary Geography curriculum in Hong Kong.;Stage II involved a preliminary evaluative study on the deployment of VISOLE in 16 schools in the form of a competition. Notwithstanding the positive quantitative findings (such as students' positive perceptions of VISOLE, advancement in the subject knowledge, and self-evaluated enhancement on their problem-solving generic skills), the qualitative findings revealed that some phenomena emerged during the VISOLE process, impeding the students' learning process. The preliminary identification of those impeding phenomena threw light on the design of the study carried out in the next research stage.;Stage III involved a qualitative case study (with a single-case study approach) for gaining an in-depth understanding of students' learning process in VISOLE in the context of formal school curriculum teaching. Specifically, it looked into the impeding phenomena emerging during the course of students' learning in VISOLE, and investigated whether the teacher facilitation could mitigate or overcome those phenomena. In turn, four themes of impeding phenomena, namely (1) improvised gaming, (2) arbitrary gaming, (3) rote gaming, and (4) halt gaming were identified. Moreover, as evidenced in the study, a number of teacher facilitation acts, such as case-study- based debriefing (a designated teacher facilitation tasks specified in VISOLE), game operation skill scaffolding (a new teacher intervention) succeeded in tackling some of those impeding phenomena. The findings shed light on enhancing VISOLE's existing design and technical / classroom implementation.;Not only did the present research contribute to the domain through the proposal of VISOLE, it also provided insights into constructivist computer game-based learning and its integration into school education, as well as opened up the possibility for further study.
机译:本研究是对在学校教育背景下如何在学习和教学中采用计算机游戏的探索性调查。具体来说,它旨在探索将基于建构主义计算机游戏的学习融入正规学校课程教学的设计。鉴于当前基于计算机游戏的学习领域的不足([1]在学校教育中缺少用于正规课程教学的适当计算机游戏,[2]缺乏基于计算机游戏的学习的教学法,[3]缺乏(基于对学生基于计算机游戏的学习过程的理解),采用了三个阶段的研究方法来实现研究目的。;第一阶段涉及可操作的教学框架VISOLE(虚拟交互式基于学生的学习)的设计和技术实现。环境),以促进将建构主义的基于计算机游戏的学习整合到正规的学校课程教学中。 VISOLE由三个学习和教学阶段组成,即多学科支架(第一阶段),基于游戏的情境学习(第二阶段)以及反思和汇报(第三阶段)。 FARMTASIA是VISOLE的第一个技术实施,其内容是根据香港高中地理课程中的农业主题开发的;第二阶段涉及对VISOLE在16所学校中的部署进行了初步评估研究,形式为比赛。尽管有积极的定量发现(例如学生对VISOLE的积极看法,学科知识的进步以及他们解决问题的通用技能的自我评估增强),但定性发现仍表明在VISOLE过程中出现了一些现象,这阻碍了学生的学习。学生的学习过程。对这些阻碍现象的初步识别有助于在下一个研究阶段进行的研究设计。第三阶段涉及定性案例研究(采用单案例研究方法),以深入了解学生的学习能力。正规学校课程教学中的VISOLE学习过程。具体来说,它研究了学生在VISOLE学习过程中出现的阻碍现象,并调查了教师的便利化是否可以减轻或克服这些现象。反过来,确定了四个阻碍现象的主题,即(1)即兴游戏,(2)任意游戏,(3)死记硬背游戏和(4)停止游戏。此外,从研究中可以看出,许多教师促进行为,例如基于案例研究的汇报(VISOLE中指定的指定教师促进任务),游戏操作技能支架(新的教师干预),成功地解决了其中一些问题。阻碍现象。研究结果为加强VISOLE的现有设计和技术/课堂实施提供了亮点。本研究不仅通过VISOLE的提议为这一领域做出了贡献,而且还提供了对基于建构主义计算机游戏的学习及其与学校教育整合的见解,并为进一步研究开辟了可能性。

著录项

  • 作者

    Jong, Siu-yung.;

  • 作者单位

    The Chinese University of Hong Kong (Hong Kong).;

  • 授予单位 The Chinese University of Hong Kong (Hong Kong).;
  • 学科 Education Technology of.;Education Curriculum and Instruction.
  • 学位 Ph.D.
  • 年度 2009
  • 页码 251 p.
  • 总页数 251
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

  • 入库时间 2022-08-17 11:38:15

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