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Students' attitudes toward playing games and using games in education: Comparing Scotland and the Netherlands

机译:学生对玩游戏和在教育中使用游戏的态度:比较苏格兰和荷兰

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Games-based learning has captured the interest of educationalists and industrialists who seek to exploit the characteristics of computer games as they are perceived by some to be a potentially effective approach for teaching and learning. Despite this interest in using games-based learning there is a dearth of empirical evidence supporting the validity of the approach covering the wider context of gaming and education. This study presents a large scale gaming survey, involving 887 students from 13 different Higher Education (HE) institutes in Scotland and the Netherlands, which examines students' characteristics related to their gaming preferences, game playing habits, and their perceptions and thoughts on the use of games in education. It presents a comparison of three separate groups of students: a group in regular education in a Scottish university, a group in regular education in universities in the Netherlands and a distance learning group from a university in the Netherlands. This study addresses an overall research question of: Can computer games be used for educational purposes at HE level in regular and distance education in different countries? The study then addresses four sub-research questions related to the overall research question: 1. What are the different game playing habits of the three groups? 2. What are the different motivations for playing games across the three groups? 3. What are the different reasons for using games in HE across the three groups? 4. What are the different attitudes towards games across the three groups? To our knowledge this is the first in-depth cross-national survey on gaming and education. We found that a large number of participants believed that computer games could be used at HE level for educational purposes and that further research in the area of game playing habits, motivations for playing computer games and motivations for playing computer games in education are worthy of extensive further investigation. We also found a clear distinction between the views of students in regular education and those in distance education. Regular education students in both countries rated all motivations for playing computer games as significantly more important than distance education students. Also the results suggest that Scottish students aim to enhance their social experience with regards to competition and cooperation, while Dutch students aim to enhance their leisurely experience with regards to leisure, feeling good, preventing boredom and excitement.
机译:基于游戏的学习引起了教育家和工业家的兴趣,他们寻求利用计算机游戏的特性,因为有人认为它们是教学的潜在有效方法。尽管有兴趣使用基于游戏的学习,但仍缺乏经验证据来支持该方法在游戏和教育方面的有效性。这项研究提出了一项大规模的游戏调查,涉及来自苏格兰和荷兰的13个不同的高等教育(HE)研究所的887名学生,该调查研究了学生与他们的游戏偏好,游戏习惯,使用感受和想法相关的特征教育游戏。它比较了三个不同的学生群体:一个苏格兰大学的常规教育小组,荷兰的大学的常规教育小组和荷兰的一所大学的远程学习小组。这项研究解决了以下总体研究问题:可以在不同国家的常规和远程教育中将计算机游戏用于高等教育水平的教育目的吗?然后,研究针对与总体研究问题相关的四个子研究问题:1.这三组的游戏习惯有哪些不同? 2.在这三个群体中玩游戏有哪些不同的动机? 3.在这三个小组中在HE中使用游戏的不同原因是什么? 4.这三类人对游戏的不同态度是什么?据我们所知,这是第一次对游戏和教育的深入跨国调查。我们发现,大量参与者认为,计算机水平的教育可用于高等教育,并且在游戏习惯,计算机动机和教育动机方面的进一步研究值得广泛研究。进一步的调查。我们还发现,普通教育和远程教育中学生的观点之间存在明显的区别。两国的正规教育学生都认为玩计算机游戏的所有动机比远程教育学生重要得多。研究结果还表明,苏格兰学生旨在增强他们在竞争与合作方面的社交经验,而荷兰学生旨在增强他们在休闲,感觉良好,防止无聊和兴奋方面的休闲体验。

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