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Empowering students through digital game authorship: Enhancing concentration, critical thinking, and academic achievement

机译:通过数字游戏作者授权为学生赋能:增强专注力,批判性思维和学术成就

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摘要

Digital game-based learning is a popular strategy for engaging students by making learning fun. Actively involving students as designers and producers of digital games may have even greater potential for student empowerment through enhancing concentration and engagement, fostering higher order thinking, and improving learning outcomes. Thus, this study empirically investigated the impact of digital game authoring on students' concentration, critical thinking skills, and academic achievement. A total of 67 students in two seventh-grade classes participated in this 19-week-long experiment, and were divided into an experimental group (32 students designing digital games) and a comparison group (35 students designing Flash animations). The interdisciplinary approach involved integrating biology and computer programming classes. Students in the experimental group designed digital games based upon biology course content, while the comparison group collaboratively produced Flash animations based upon the same course content. The experimental results, using MANCOVA for pretest, posttest, and delayed posttest scores, demonstrate significant improvements in critical thinking skills, and academic achievement, with increased retention of both course content and critical thinking skills observed for the delayed posttest. For concentration, a relative advantage for the experimental group as compared with the comparison group was noted, but did not reach statistical significance. Based on the results of this study, implications for practitioners and researchers are provided, including the integration of programming or computer science with other courses for digital game authoring and the evaluation of other learning outcomes such as creative thinking, problem-solving, and flow.
机译:基于数字游戏的学习是通过使学习变得有趣来吸引学生的一种流行策略。通过增强专注力和参与度,培养更高层次的思维能力并改善学习成果,让学生积极参与数字游戏的设计者和制作者,在赋予学生权力方面可能具有更大的潜力。因此,本研究通过实证研究了数字游戏创作对学生注意力,批判性思维能力和学习成绩的影响。这个为期19周的实验共分两个七年级班的67名学生参加,分为实验组(设计数字游戏的32名学生)和比较组(设计Flash动画的35名学生)。跨学科方法涉及整合生物学和计算机程序设计课程。实验小组的学生根据生物学课程内容设计数字游戏,而比较小组则根据相同的课程内容协同制作Flash动画。使用MANCOVA进行测验前,测验和延后测验分数的实验结果表明,批判性思维能力和学术成就得到了显着提高,对于延迟测验的课程内容和批判性思维技能的保留率均有所提高。对于浓度,注意到与比较组相比实验组具有相对优势,但是没有达到统计学显着性。根据这项研究的结果,将为从业者和研究人员提供启示,包括将编程或计算机科学与其他有关数字游戏创作的课程进行集成,以及评估其他学习成果(如创造性思维,解决问题的能力和流程)。

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