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Single loop or double loop learning: English vocabulary learning performance and behavior of students in situated computer games with different guiding strategies

机译:单环或双环学习:在不同的指导策略下,计算机游戏中英语词汇的学习表现和行为

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In this study, a situated computer game was implemented for engaging students in English vocabulary contexts. Furthermore, two test-item guiding approaches, the doze and multiple-choice guiding strategies, were embedded in the game to serve as guidance for the students. To investigate the students' performance and behaviors of learning English vocabulary with different guiding strategies, two classes of students were included to learn with the two approaches. The experimental results showed that the students using the game with the doze guiding strategy had significantly better learning achievement with higher cognitive load than those learning with the multiple-choice guiding strategy. Moreover, from the behavioral pattern sequential analysis, it was found that the game with doze item guidance engaged the students in both single loop situated learning (i.e., repeatedly trying to deal with the same set of learning tasks) and double-loop situated learning (i.e., trying to deal with the same learning tasks after reviewing relevant materials and adjusting their learning strategies). On the other hand, those using the game with multiple-choice item guidance only performed single-loop situated learning during the gaming process, meaning that they seldom reviewed relevant materials or adjusted their learning strategies before trying to solve the same learning tasks again. The findings imply that it is worth considering different test-item guiding approaches when developing English vocabulary games for future studies and applications. (C) 2016 Elsevier Ltd. All rights reserved.
机译:在这项研究中,实施了一个情境计算机游戏,以使学生参与英语词汇环境。此外,游戏中嵌入了两种测试项目指导方法,即打ze和多项选择指导策略,以作为对学生的指导。为了调查学生在不同指导策略下学习英语词汇的表现和行为,将两类学生纳入了两种学习方法。实验结果表明,与使用多项选择引导策略进行学习的学生相比,使用具有ze睡指导策略的游戏的学生在具有较高认知负荷的情况下具有明显更好的学习成绩。此外,从行为模式顺序分析中发现,带有打item项目指导的游戏使学生参与了单循环情境学习(即,反复尝试处理同一组学习任务)和双循环情境学习(也就是说,在查阅相关材料并调整其学习策略后,尝试处理相同的学习任务)。另一方面,那些使用带有多项选择项指导的游戏的人在游戏过程中仅执行了单循环定位学习,这意味着他们在尝试再次解决相同的学习任务之前很少查看相关材料或调整学习策略。研究结果表明,在为将来的研究和应用开发英语词汇游戏时,有必要考虑采用不同的测试项目指导方法。 (C)2016 Elsevier Ltd.保留所有权利。

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