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Evaluating multiple aspects of a digital educational problem-solving-based adventure game

机译:评估基于数字教育解决问题的冒险游戏的多个方面

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摘要

This study aims to evaluate multiple aspects of a problem-solving-based educational adventure game. Boom Room©. The learning effectiveness, game acceptance, and flow experience of the game were empirically investigated. The game was designed and developed for teaching knowledge of computer assembly. Sixty-seven university students in Taiwan were asked to complete a pre-test before playing the game and a post-test after playing the game. These students also provided evaluations of not only the usefulness, ease of use, and design elements of the game but also their experience with various flow dimensions of the game. A 2-stage cluster analysis was also conducted to explore the potentially different groups of students by categorizing them in accordance with their performance, degree of game acceptance and flow states. The results suggest that this game is beneficial for students with insufficient background knowledge of computer assembly, allowing these students to obtain vital knowledge of this topic if they achieved a sufficient acceptance of the game and an adequate flow experience from their game-playing experiences. The various dimensions of flow that were experienced by these students were significantly correlated with game acceptance. Suggestions for future study, game design, and instructional practice are discussed.
机译:本研究旨在评估基于解决问题的教育冒险游戏的多个方面。景气室©。对游戏的学习效率,游戏接受度和游戏流程体验进行了调查。该游戏是为教授计算机组装知识而设计和开发的。台湾的67位大学生被要求在玩游戏前完成前测,在玩游戏后进行后测。这些学生不仅评估了游戏的有用性,易用性和设计元素,还评估了他们在游戏各种流程维度上的经历。还进行了两阶段的聚类分析,以根据学生的表现,游戏接受程度和游戏流程状态对他们进行分类,以探索他们的潜在差异。结果表明,该游戏对缺乏计算机组装背景知识的学生是有益的,如果这些学生获得了足够的游戏接受度和足够的游戏体验,他们将获得关于该主题的重要知识。这些学生所经历的各种不同的流向与游戏的接受度显着相关。讨论了有关未来学习,游戏设计和教学实践的建议。

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