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Examining the potential impact of digital game making in curricula based teaching: Initial observations

机译:检查数字游戏制作在课程的教学中的潜在影响:初步观察

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Digital game making is becoming an increasingly common means of learning in schools due to the appeal of delivering curriculum-based learning objectives while tapping into the popularity of videogames. Indeed, research suggests that digital game making may improve cognitive and behavioral skills in learners and this may have significant impact on learners with special education needs and disabilities (SEND). However, past work in digital game making has limited involvement with learners with SEND, focuses on short-term evaluations and is utilised during extra-curricular sessions with few studies using an action-based field research approach. Furthermore, there is little quantitative data from defined methodologies that demonstrate the impact of digital game-making on learning. This paper presents results from two field trials examining the use of digital game making in two schools (one mixed ability primary and one special school) to deliver national curriculum-based content over 8-weeks. Results from a feasibility trial informed a pedagogical design and identified evaluation metrics for a subsequent longer trial. Evaluation metrics included learner engagement and collaboration with peers as suitable indicators of inclusive learning. Impact on these metrics was measured using an in-class observation tool that sampled learner behavior yielding quantitative data and follow up interviews with teachers yielding qualitative data. Results suggest that digital game making is at least as effective in encouraging engagement and collaboration in learners when compared to traditional methods, with it being more engaging for learners with special needs. Contributions from this paper provide quantifiable evidence for the perceived benefits of using digital game making and a methodology for evaluating engagement and collaboration through classroom observation. Recommendations for further work and refinements of the pedagogical implementation that builds on these findings are presented.
机译:数字游戏制作是由于在利用进入视频游戏的普及时提供基于课程的学习目标的课程的学习目标,成为学校中学习越来越常见的学习手段。事实上,研究表明,数字游戏可能会改善学习者中的认知和行为技能,这可能对具有特殊教育需求和残疾的学习者产生重大影响(发送)。然而,过去的数字游戏制作的工作有限地参与了学习者的发送,重点关注短期评估,并且在课外会话期间使用了几种基于动作的现场研究方法的研究。此外,来自定义方法的数量数据很少,这些方法展示了数字游戏对学习的影响。本文介绍了两次实地试验的结果,检查了两所学校(一个混合能力小学和一名特殊学校)的使用数字游戏制作,以提供8周内的国家课程课程内容。可行性试验的结果通知教学设计,并确定了随后的更长审判的评估指标。评估指标包括学习者参与和与同伴的合作作为包容性学习的合适指标。使用课堂观测工具测量对这些指标的影响,该工具采样采样的学习者行为产生定量数据并跟进与教师产生定性数据的访谈。结果表明,与传统方法相比,数字游戏制定至少在令人鼓舞中鼓励参与和合作时,它更加用于具有特殊需求的学习者。本文的贡献为使用数字游戏制定的感知益处以及通过课堂观察评估参与和合作的方法提供了可量化的依据。提出了建立在这些发现的教学实施的进一步工作和改进的建议。

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