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Risk-Based Learning Games Improve Long-Term Retention of Information among School Pupils

机译:基于风险的学习游戏可提高学生的长期信息保留率

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摘要

Risk heightens motivation and, if used appropriately, may have the potential to improve engagement in the classroom. We have developed a risk-based learning game for school pupils in order to test whether such learning games can improve later recall of information. The study was performed during a series of public engagement workshops delivered by undergraduate students. Undergraduate neuroscience students delivered 90-minute science workshops to 9–10 year old school pupils (n = 448) that were divided into ‘Risk’, ‘No risk’ and ‘Control’ classes. ‘Risk’ classes received periodic multiple-choice questions (MCQs) during the workshops which required small teams of pupils to assign tokens to the answer(s) they believed to be correct. Tokens assigned to the correct answer were returned to the group and an equal number given back as a prize; tokens assigned to incorrect answers were lost. Participation was incentivised by the promise of a brain-related prize to the team with the most tokens at the end of the workshop. ‘No risk’ classes received MCQs without the risk component whilst the ‘Control’ classes received no MCQs. When presented with a neuroscience quiz based on workshop content at the end of the workshop, pupils in the ‘Risk’ classes exhibited significantly greater recall of information one week later. Quiz scores were higher than scores from the day of the workshop which suggested pupils may have discussed the workshop content outside of the classroom, thereby increasing knowledge over and above what was learned during the workshop. This is supported by feedback from pupils in ‘Risk’ classes which indicated that ‘Risk’ workshops were more interesting than ‘No risk’ and ‘Control’ workshops. These data suggest that there is a role for risk in the classroom but further investigations are required to elucidate the causal mechanisms of improved retention of information.
机译:风险会增加动力,如果适当使用,可能会提高课堂参与度。我们开发了针对学生的基于风险的学习游戏,以测试这种学习游戏是否可以改善以后的信息回忆。这项研究是在本科生举办的一系列公众参与研讨会中进行的。神经科学专业的本科生为9-10岁的小学生(n = 448)提供了90分钟的科学讲习班,分为“风险”,“无风险”和“控制”课程。 “风险”课程在讲习班期间收到定期的多项选择题(MCQ),要求小学生小组为他们认为正确的答案分配代币。分配给正确答案的代币将返还给小组,并返还相等数量的数字作为奖励;分配给错误答案的令牌丢失。在研讨会结束时,向大脑中最多的代币的团队承诺了与大脑相关的奖励,这激励了参与者的参与。 “无风险”类别收到的MCQ没有风险成分,而“控制”类别则没有MCQ。在讲习班结束时进行基于讲习班内容的神经科学测验时,“风险”课程的学生在一周后表现出对信息的极大回忆。测验分数高于研讨会当天的分数,这表明学生可能在课堂以外讨论了研讨会的内容,从而增加了在研讨会期间学到的知识。 “风险”课程中学生的反馈支持了这一点,表明“风险”研讨会比“无风险”和“控制”研讨会更有趣。这些数据表明,教室中存在风险的作用,但是需要进一步的调查以阐明改善信息保留的原因机制。

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