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Guidelines for the development of educational games to motivate the learning of theoretical concepts in Engineering and Computing courses

机译:教育游戏发展的指导方针,激励工程和计算课程的理论概念学习

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摘要

Educational software, especially gaming, have been the target of research in different areas due to their potential benefits in promoting more dynamic, interactive, and motivating learning. The use of educational games for teaching in Engineering and Computing courses, such as Electrical Engineering, Computer Engineering, Software Engineering, and Computer Science, given the familiarity of these students with computers, can promote greater engagement in the study of theoretical concepts. However, existing educational games still lack the good motivational quality considered essential to ensure real learning. In this context, this paper defines guidelines that address the development of educational games focusing on motivational quality. To support the definition of these guidelines, different motivational methods, together with the attributes that can be improved in a student such as autonomy, effort, and overcoming, were analyzed. These guidelines were applied in the development of an educational game prototype as proof of concept to confirm its effective applicability and its contributions to motivate students. The prototype was assessed by 118 students of the higher education in Computing for 15 days. The majority of participants in the assessment process attested that the prototype meets the motivational quality subcriteria, promoting fun (55%), challenge (68%), social interaction (59%), and feeling of satisfaction (74%). It was then possible to verify its attendance to the desired motivational quality and attest to the potential of the established guidelines.
机译:教育软件,尤其是游戏,一直是不同领域的研究目标,因为他们在促进更具活力,互动和激励学习的潜在利益。鉴于这些学生与计算机的熟悉,使用教育游戏进行教育和计算课程教学,如电气工程,计算机工程,软件工程和计算机科学,可以促进对理论概念的研究进一步参与。然而,现有的教育游戏仍然缺乏良好的激励质量,认为确保真实学习是必不可少的。在这方面,本文定义了解决专注于激励质量的教育游戏发展的指导方针。为了支持这些指导方针的定义,分析了不同的动机方法,以及可以在自主,努力和克服等学生中可以改进的属性一起进行分析。这些指南用于发展教育游戏原型作为概念证明,以确认其有效的适用性及其对激励学生的贡献。通过118名高等教育的学生评估了原型,在计算中进行了15天。评估过程中的大多数参与者证明了原型符合励志质量的子刺激因素,促进乐趣(55%),挑战(68%),社会互动(59%)和满足感(74%)。然后可以验证其考虑到所需的励志质量,并证明既定指南的潜力。

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