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Are educational computer micro-games engaging and effective for knowledge acquisition at high-schools? A quasi-experimental study

机译:高中的教育计算机微型游戏是否参与并有效地获取知识?准实验研究

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Curricular schooling can benefit from the usage of educational computer games, but it is difficult to integrate them in the formal schooling system. Here, we investigate one possible approach to this integration, which capitalizes on using a micro-game that can be played with a teacher's guidance as a supplement after a traditional expository lecture followed by a debriefing. The game's purpose is to reinforce and integrate part of the knowledge learnt during the lecture. We investigated feasibility of this approach in a quasi-experimental study in 70 min long seminars on the topic of animal learning at S classes at 4 different high-schools in the Czech Republic. Each class was divided to two groups randomly. After an expository lecture, the game group played a game called Orbis Pictus Bestialis while the control group received an extra lecture that used media-rich materials. The time allotment was the same in both groups. We investigated the immediate and one month delayed effects of the game on students' knowledge reinforced and integrated by the game as well as on knowledge learnt during the expository lecture but not strengthened by the game. We also investigated students' overall appeal towards the seminar and its perceived educational value. Data from 100 students were analysed. The results showed that a) the game-playing is comparable to the traditional form of teaching concerning immediate knowledge gains and has a significant medium positive effect size regarding retention, b) the game-playing is not detrimental to information transmitted in the expository lecture but not strengthened by the game, c) perceived educational value and the overall appeal were high in the game group, nevertheless the perceived educational value was slightly lower in the game group comparing to the traditional group. Our results suggest that the proposed approach of harnessing educational computer games at high-schools is promising.
机译:课程学习可以从使用教育性计算机游戏中受益,但是很难将其集成到正规的教育系统中。在这里,我们研究了一种可能的集成方法,该方法利用了微型游戏,该游戏可以在传统的讲解课后进行汇报,然后在老师的指导下作为补充来玩。游戏的目的是加强和整合在讲座中学习到的部分知识。我们在捷克共和国4所不同的高中的S类动物学习主题研究中,在70分钟长的研讨会上的准实验研究中研究了这种方法的可行性。每个班级随机分为两组。讲解性演讲后,游戏小组玩了一个名为Orbis Pictus Bestialis的游戏,而对照组则接受了一次额外的演讲,该演讲使用了富含媒体的材料。两组的时间分配相同。我们调查了游戏对学生的知识的即时和延迟的影响,这些影响是通过游戏增强和整合的,以及在说明性演讲中学到的但不是通过游戏增强的知识。我们还调查了学生对该研讨会的总体吸引力及其感知的教育价值。分析了来自100名学生的数据。结果表明:a)游戏玩法可与传统形式的有关立即获得知识的教学相媲美,并且在保留方面具有显着的中等积极效果; b)游戏玩法无害于说明性演讲中传达的信息,但c)游戏组的感知教育价值和整体吸引力较高,但是与传统组相比,游戏组的感知教育价值略低。我们的结果表明,提出的在高中阶段利用教育计算机游戏的方法很有希望。

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