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A case study of the in-class use of a video game for teaching high school history

机译:电子游戏在高中历史教学中课堂使用的案例研究

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This study examines the case of a sophomore high school history class where Making History, a video game designed with educational purposes in mind, is used in the classroom to teach about World War II. Data was gathered using observation, focus group and individual interviews, and document analysis. The high school was a rural school located in a small town in the Midwestern United States. The teacher had been teaching with the game for several years and spent one school week teaching World War II, with students playing the game in class for three days of that week. The purpose of this study was to understand teacher and student experiences with and perspectives on the in-class use of an educational video game. Results showed that the use of the video game resulted in a shift from a traditional teacher-centered learning environment to a student-centered environment where the students were much more active and engaged. Also, the teacher had evolved implementation strategies based on his past experiences using the game to maximize the focus on learning.
机译:这项研究考察了一个二年级高中历史课程的案例,该课程在课堂上使用“制作历史”这一旨在教育目的而设计的视频游戏来讲述第二次世界大战。使用观察,焦点小组和个人访谈以及文档分析来收集数据。高中是一所位于美国中西部小镇上的乡村学校。老师已经在游戏中教学了几年,并花了一个星期的教学时间进行第二次世界大战,而学生在该周的三天里都在课堂上玩游戏。这项研究的目的是了解教师和学生在课堂上使用教育视频游戏的经验和观点。结果表明,视频游戏的使用导致了从传统的以教师为中心的学习环境向以学生为中心的学习环境转变,在该环境中,学生更加活跃和投入。此外,老师根据他过去使用该游戏的经验,制定了实施策略,以最大程度地专注于学习。

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