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Evaluating a tactile and a tangible multi-tablet gamified quiz system for collaborative learning in primary education

机译:评估触觉和切实的多片游戏化测验系统,以进行初等教育中的协作学习

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摘要

Gamification has been identified as an interesting technique to foster collaboration in educational contexts. However, there are not many approaches that tackle this in primary school learning environments. The most popular technologies in the classroom are still traditional video consoles and desktop computers, which complicate the design of collaborative activities since they are essentially mono-user. The recent popularization of handheld devices such as tablets and smartphones has made it possible to build affordable, scalable, and improvised collaborative gamifled activities by creating a multi-tablet environment. In this paper we present Quizbot, a collaborative gamifled quiz application to practice different subjects, which can be defined by educators beforehand. Two versions of the system are implemented: a tactile for tablets laid on a table, in which all the elements are digital; and a tangible in which the tablets are scattered on the floor and the components are both digital and physical objects. Both versions of Quizbot are evaluated and compared in a study with eighty primary-schooled children in terms of user experience and quality of collaboration supported. Results indicate that both versions of Quizbot are essentially equally fun and easy to use, and can effectively support collaboration, with the tangible version outperforming the other one with respect to make the children reach consensus after a discussion, split and parallelize work, and treat each other with more respect, but also presenting a poorer time management.
机译:游戏化已被认为是在教育环境中促进合作的有趣技术。但是,在小学学习环境中没有很多方法可以解决此问题。教室中最受欢迎的技术仍然是传统的视频控制台和台式计算机,这使协作活动的设计复杂化,因为它们本质上是单用户的。诸如平板电脑和智能手机之类的手持设备的最近普及,使得通过创建多平板电脑环境来构建可负担,可扩展和即兴的协作游戏活动成为可能。在本文中,我们介绍Quizbot,这是一个协作式游戏测试应用程序,用于练习不同的主题,可以由教育者事先定义。该系统有两种版本:一种用于放置在桌子上的平板电脑的触觉,其中所有元素都是数字的;平板电脑散布在地板上,组成部分既是数字对象又是物理对象。在一项针对80名小学儿童的研究中,对Quizbot的两个版本进行了评估并进行了比较,以支持用户体验和协作质量。结果表明,两种版本的Quizbot本质上都一样有趣且易于使用,并且可以有效地支持协作,其中有形版本的表现要优于另一种,以使孩子们在讨论,达成共识和分工并对待彼此后达成共识。其他方面则更加尊重,但同时也带来了较差的时间管理。

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