首页> 美国卫生研究院文献>British Journal of Pharmacology >Mindful Learning Experience Facilitates Mastery Experience Through Heightened Flow and Self-Efficacy in Game-Based Creativity Learning
【2h】

Mindful Learning Experience Facilitates Mastery Experience Through Heightened Flow and Self-Efficacy in Game-Based Creativity Learning

机译:正念的学习体验通过基于游戏的创造力学习中的增强的流程和自我效能感,促进了掌握体验

代理获取
本网站仅为用户提供外文OA文献查询和代理获取服务,本网站没有原文。下单后我们将采用程序或人工为您竭诚获取高质量的原文,但由于OA文献来源多样且变更频繁,仍可能出现获取不到、文献不完整或与标题不符等情况,如果获取不到我们将提供退款服务。请知悉。

摘要

This study was performed within the limited framework of computer-game-based educational programs designed to enhance creativity. Furthermore, the utilization of mindful learning and moderators such as flow, mastery experience, and self-efficacy, brings this research to the forefront of modern educational practices. The present researchers developed a comprehensive game-based creativity learning program for fifth and sixth grade pupils. Further analyses presented relationship trends between mindful learning experience, flow experience, self-efficacy, and mastery experience. Eighty-three 5th and 6th grade participants undertook the six-week game-based creativity learning program. Upon completion of the experimental instruction, self-evaluation revealed that participants with higher scores on the concerned variables improved more in both creative ability and confidence than their counterparts. Additionally, path model analysis revealed that mindful learning experience was a powerful predictor of both mastery experience and flow experience; it also influenced mastery experience through flow experience and self-efficacy. The findings support the effectiveness of the game-based learning program developed in this study. Moreover, this study contributes to the theoretical construction of how game-based learning can be designed to facilitate mindful learning experience, flow experience, self-efficacy, and mastery experience during creativity. Some additional enhancement mechanisms utilized in the program were: rewards for high-quality performance, challenging tasks, a variety of design components, immediate feedback, and idea sharing. The theoretical design of this study provides support for the ongoing scientific investigation of new applications of mindful learning in educational programs concerning the learning of creativity.
机译:这项研究是在旨在增强创造力的基于计算机游戏的教育计划的有限框架内进行的。此外,利用正念学习和调节器(例如流程,精通经验和自我效能感),使这项研究达到了现代教育实践的最前沿。目前的研究人员为五年级和六年级的学生开发了一个基于游戏的综合创造力学习程序。进一步的分析显示了正念学习经验,流动经验,自我效能和掌握经验之间的关系趋势。八十三,五年级和六年级的参与者参加了为期六周的基于游戏的创造力学习计划。在完成实验指导后,自我评估表明,与相关变量相比,在相关变量上得分更高的参与者的创造力和自信心均有所提高。另外,路径模型分析表明,正念的学习经验是掌握经验和流动经验的有力预测指标。它还通过流程体验和自我效能感影响了精通体验。这些发现支持了这项研究中开发的基于游戏的学习程序的有效性。此外,本研究为如何设计基于游戏的学习以促进创造力过程中的正念学习体验,流程体验,自我效能感和掌握体验的理论构建做出了贡献。该程序中使用的一些其他增强机制包括:高质量表现的奖励,具有挑战性的任务,各种设计组件,即时反馈和想法共享。这项研究的理论设计为正在进行的有关正念学习在涉及创造力学习的教育计划中的新应用的科学研究提供了支持。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
代理获取

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号