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Potential of game «PLANT TISSUE CULTURE» in bioengineering education as distance laboratory classes

机译:游戏«植物组织培养»生物工程教育中的潜力作为距离实验室课程

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摘要

This study evaluates the effectiveness of the developed game as a form of distance laboratory works at the Universities of Turkey and Ukraine. Studying the effectiveness of laboratory research concerning engineering education, biotechnology can be significantly improved through the use of games. The purpose of the application is to develop laboratory work in the form of a computer game using the Unity platform management. The study was attended by students of the Molecular Biology and Genetic Departments in Turkey and Professional Education in Ukraine, and 376 students took part in the experiment (total of 203 Turkish and 173 Ukrainian students). The analysis of variance test was used to evaluate the opinions of 347 students, taking into account the aspect of nationality and gender distribution. The results of the data analysis showed that students' appreciation of the proposed gamified laboratory work is high regardless of their nationality, although females were more encouraged by the proposed development. Therefore, the study showed the possibility to further use laboratory classes in the gaming environment, create online gamified laboratory classes with the possibility of virtual exchange with students from different countries. The proposed questionnaire for student interventions can be used to evaluate the effectiveness of experimental models, thereby increasing the model's efficiency and training quality.
机译:本研究评估了发达的游戏作为土耳其大学的距离实验室形式的效果。研究实验室研究有关工程教育的有效性,通过使用游戏可以显着提高生物技术。申请的目的是使用Unity平台管理制定以计算机游戏形式的实验室工作。该研究是由乌克兰土耳其和职业教育的分子生物学和遗传部门的学生参加,376名学生参加了实验(共有203名土耳其和173名乌克兰学生)。对方差试验的分析用于评估347名学生的意见,同时考虑到国籍和性别分配的方面。数据分析的结果表明,无论其国籍如何,学生对拟议的赌博实验室工作的升值都很高,但拟议的发展更鼓励女性。因此,该研究表明,在游戏环境中进一步使用实验室课程的可能性,在线创建在线游戏阶层课程,其可能与来自不同国家的学生的虚拟交流。拟议的学生干预调查问卷可用于评估实验模型的有效性,从而提高了模型的效率和培训质量。

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