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Computer games development experience and appreciative learning approach for creative process enhancement

机译:电脑游戏开发经验和欣赏性学习方法,可增强创作过程

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Nurturing children into thinking creatively needs to take account of what interest them. Therefore, the study conducted engaged students with computer games development as it corresponded with the young generation's habits and interests. This was done with the purpose to enhance the creative process experienced by students. It involved 69 Malaysian form one (grade seven) students, aged 13-14 year-old. Appreciative learning approach, which consisted of discover, dream, design and destiny stages, was applied in treatment group whiles control group applied self-paced learning, followed by do-it-yourself session. Findings showed students in treatment group gained accelerated mean score in creative process experienced on the second week and stabilized thereafter for the following weeks. These mean scores were significantly higher than control group, throughout the study. Although students in control group exhibited significantly lower mean scores in creative process, yet these mean scores gradually getting higher and higher each week significantly. As a conclusion, appreciative learning approach contributes significantly on the level of creative process experienced by students. However, creative process experienced did not happen in a clear-cut order of inspiration, clarification, evaluation, distillation, incubation, perspiration (ICEOIP). In addition, it is not true that without appreciative learning approach, students will not experience any creative process. Creative process happens all the time when the mind is active but the level can be accelerated by appropriate pedagogical approach. Caution is warranted, as this article is just part of the action research being carried out in applying appreciative learning approach as a teaching practice in computer games development class.
机译:培养儿童创造性思维的能力需要考虑他们感兴趣的事物。因此,该研究使从事计算机游戏开发的学生参与进来,因为这符合年轻一代的习惯和兴趣。这样做是为了增强学生的创造力。它涉及69名马来西亚中一(七年级)学生,年龄在13-14岁之间。在治疗组中采用由发现,梦想,设计和命运阶段组成的欣赏式学习方法,而对照组则采用自定进度的学习,然后进行自己动手学习。调查结果显示,治疗组的学生在第二周经历的创新过程中平均得分加快,此后在接下来的几周保持稳定。在整个研究过程中,这些平均得分均明显高于对照组。尽管对照组的学生在创作过程中的平均得分显着降低,但这些平均得分逐渐显着每周逐渐升高。结论是,欣赏性学习方法对学生所经历的创造过程的水平有很大贡献。但是,经历的创造过程并没有以明确的顺序进行启发,澄清,评估,蒸馏,孵化,出汗(ICEOIP)。此外,如果没有欣赏性学习方法,学生将不会经历任何创造性过程,这是不正确的。当思维活跃时,创新过程就会一直发生,但是可以通过适当的教学方法来加快创新水平。谨慎是有必要的,因为本文只是将赏识性学习方法用作计算机游戏开发课程的教学实践而进行的动作研究的一部分。

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