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Exploring different technological platforms for supporting co-located collaborative games in the classroom

机译:探索不同的技术平台以支持教室中的协同办公游戏

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Computer Supported Collaborative Learning is a pedagogical approach that can be used for deploying educational games in the classroom. However, there is no clear understanding as to which technological platforms are better suited for deploying co-located collaborative games, nor the general affordances that are required. In this work we explore two different technological platforms for developing collaborative games in the classroom: one based on augmented reality technology and the other based on multiple-mice technology. In both cases, the same game was introduced to teach electrostatics and the results were compared experimentally using a real class.The results of our experimental work showed that students significantly increased their conceptual understanding of electrostatics with both platforms. However, there were some important differences between platforms. While in the multiple-mice platform there were no gender differences, in the augmented reality platform boys significantly outperformed girls. In addition, the augmented reality platform was considerably more costly to deploy in a real world setting than the multiple-mice platform. These results suggest that, when co-located collaborative games are designed, careful consideration must be taken when selecting the technology to be used, something which can have effects that go beyond the effects of the games themselves.
机译:计算机支持的协作学习是一种教学方法,可用于在教室中部署教育游戏。但是,对于哪种技术平台更适合部署位于同一地点的协作游戏,以及所需的一般费用,没有明确的了解。在这项工作中,我们探索了两种用于在教室中开发协作游戏的技术平台:一种基于增强现实技术,另一种基于多小鼠技术。在这两种情况下,都引入了相同的游戏来教授静电学,并使用真实的课堂对结果进行了实验比较。我们的实验结果表明,学生使用两种平台都大大提高了他们对静电的概念理解。但是,平台之间存在一些重要差异。虽然在多小鼠平台上没有性别差异,但在增强现实平台上,男孩的表现明显优于女孩。此外,增强现实平台在现实环境中的部署要比多鼠标平台昂贵得多。这些结果表明,在设计位于同一地点的协作游戏时,在选择要使用的技术时必须仔细考虑,其效果可能超出游戏本身的效果。

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