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Improving the scaffolds of a mobile-assisted Chinese character forming game via a design-based research cycle

机译:通过基于设计的研究周期来改善移动辅助汉字形成游戏的支架

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This paper reports on one cycle of a design-based research (DBR) study in which mCSCL was explored through an iterative process of (re)designing and testing the collaboration and learning approach with students. A unique characteristic of our mCSCL approach is the student-led emergent formation of groups. The mCSCL application assigns each student a component of a Chinese character and requires them to form groups that can assemble a Chinese character using the components held by the group members. The enactment of the learning design in two modes (with and without the digital technology) was observed, and the actual process of students being scaffolded technologically or socially to accomplish their task was analyzed. Students were found to favor the card mode over the phone mode due to the emergent game strategy (social scaffold) of "trial and error" that they found it comfortable in applying. That triggered us to examine the scaffolding strategies by conducting another round of literature review. We explored domain-oriented theories (i.e. in Chinese character learning) to inform and guide them in deciding how they should further accommodate or rectify the students' use of the strategy. This cycle of DBR in Chinese-PP project has effectively reshaped the overall learning model design. This paper brings to the fore the value of the interplay and iterations of theories, implementations and reflections, in no fixed order, as advocated by DBR.
机译:本文报告了一个基于设计的研究(DBR)研究的一个周期,在该周期中,通过(重新)设计和测试与学生的协作和学习方法的迭代过程来探索mCSCL。我们的mCSCL方法的一个独特特征是由学生主导的群体的紧急形成。 mCSCL应用程序为每个学生分配一个汉字组成部分,并要求他们组成小组,这些小组可以使用小组成员所拥有的组成部分来组合汉字。观察了两种模式(有和没有数字技术)下学习设计的制定,并分析了学生在技术上或社会上被脚手架完成任务的实际过程。由于“试错”的新兴游戏策略(社交支架),学生发现他们更喜欢使用纸牌模式而不是电话模式。这触发了我们通过进行另一轮文献审查来研究脚手架策略。我们探索了面向领域的理论(即汉字学习),以指导他们决定如何进一步适应或纠正学生对策略的使用。中文PP项目中DBR的这一周期有效地重塑了整体学习模型的设计。正如DBR所提倡的那样,本文以无固定顺序将理论,实现和思考的相互作用和迭代的价值置于首位。

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