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Exploring students' behaviors in a competition-driven educational game

机译:在竞赛驱动的教育游戏中探索学生的行为

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Educational mini-games, one of the applications or game-based learning, have been widely used to benefit student learning. However, few studies have examined the influence of competition-driven educational games on students' behaviors, which might offer insights into how to develop well-designed educational games. Thus, this study discusses a Pet-Master system, as an example of a competition-driven educational game, in an investigation of students' behaviors through both event-based and time-based analysis. Two empirical studies were conducted using the two types of analysis. The results of the event-based analysis indicated that the behaviors can be categorized into two parts: competition-driven and learning cycles. Evidence from the time-based analysis showed that the two behavior cycles appeared in an alternating way with a lower transition frequency. Based on the results we develop a design framework for competition-driven educational games, which illustrates the relationship among the social, learning, and gameplay dimensions. The framework and its application might serve to optimize learning outcomes and influence the way games are designed in order to maximize educational benefits in the future.
机译:教育性小游戏是应用程序或基于游戏的学习之一,已广泛用于使学生受益。但是,很少有研究检查竞争驱动的教育游戏对学生行为的影响,这可能会为如何开发精心设计的教育游戏提供见解。因此,本研究在通过基于事件和基于时间的分析来调查学生的行为时,讨论了一种以竞争为主导的教育游戏为例的Pet-Master系统。使用两种类型的分析进行了两次实证研究。基于事件的分析结果表明,行为可以分为两部分:竞争驱动型和学习周期。基于时间的分析的证据表明,两个行为周期以较低的过渡频率交替出现。根据结果​​,我们开发了一种由竞争驱动的教育游戏的设计框架,该框架说明了社交,学习和游戏玩法维度之间的关系。该框架及其应用程序可能有助于优化学习效果,并影响游戏设计方式,从而在将来最大程度地提高教育收益。

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