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Libraries May Teach Some Skills through Mobile Application Games

机译:图书馆可能会通过移动应用程序游戏教授一些技能

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Objective – To understand the impact of a mobile application game for library knowledge acquisition, task performance, and the process of learning. Design – The main experiment included a pretest, learning experience, post-test, and a questionnaire. One month later, a post-experiment was conducted, including a test of “declarative knowledge” and a behavioural test. Setting – Kyushu University in Fukuoka, Japan Subjects – 36 first-year undergraduate students, of which 25 were female and 11 were male. Students were divided into experimental and control groups. 32 students completed the study. Methods – In the main experiment, students responded to the same 20 question pre-test on library use, and then both groups participated in learning experiences designed to convey knowledge about using the library. The control group’s learning setting was a web-based tutorial about the library. The experimental group’s learning setting was “Library Adventures: Unveil the Hidden Mysteries!” a “game-based learning environment” developed by the researchers (Kaneko, Saito, Nohara, Kudo, & Yamada, 2015, p. 404), which required students to complete activities by physically moving through the library. For both groups, learning content related to local library procedures, like hours, arrangement of collections, and methods for locating books and articles. The game collected data that the authors analyzed using statistical methods in an attempt to validate quizzes that were embedded in the game. After finishing the learning experience, all students completed the 20-question post-test, and then responded to the Instructional Materials Motivation Survey (IMMS), a questionnaire designed to gauge learning motivation using the Attention, Relevance, Confidence, and Satisfaction (ARCS) model. One month following the main experiment, all students took a test of declarative knowledge and completed a skills test. Main Results – Experimental and control group students gained about the same level of declarative knowledge. All students lost some knowledge in the one-month gap between the main and post-experiment. Students who had learned through Library Adventure were able to borrow a journal and locate a newspaper article more effectively than the control group. In contrast, tutorial users made study room reservations more quickly than the experimental group. More significantly, the IMMS instrument demonstrated that game-based learners scored higher in attention, relevance, and satisfaction than tutorial-based learners. Experimental and control group participants demonstrated the same level of confidence. Conclusion – While inconclusive about the effectiveness of games versus tutorials for acquisition and retention of knowledge, the authors concluded that game-based instructional content may foster greater learner engagement, aiding some students in understanding how to use the library in a manner superior to web-based tutorials. Librarians and instructional designers developing game-based learning experiences for novice library users may find this research informative.
机译:目标–了解移动应用程序游戏对图书馆知识获取,任务绩效和学习过程的影响。设计–主要实验包括前测,学习经历,后测和问卷。一个月后,进行了一次实验,包括“陈述性知识”测试和行为测试。背景–日本福冈九州大学学科– 36名一年级本科生,其中25名是女性,11名是男性。将学生分为实验组和对照组。 32名学生完成了研究。方法–在主要实验中,学生对相同的20个问题进行了有关图书馆使用的预测试,然后两组都参加了旨在传达有关使用图书馆知识的学习经历。对照组的学习设置是有关该库的基于Web的教程。实验小组的学习环境是“图书馆历险记:揭开隐藏的奥秘!”研究人员开发的“基于游戏的学习环境”(Kaneko,Saito,Nohara,Kudo和Yamada,2015年,第404页),该课程要求学生通过在图书馆中进行实际移动来完成活动。对于这两个群体,学习与当地图书馆程序相关的内容,例如工作时间,藏书安排以及查找书籍和文章的方法。该游戏收集了作者使用统计方法分析的数据,以试图验证嵌入在游戏中的测验。完成学习经验后,所有学生均完成了20个问题的测验,然后回复了教学材料动机调查(IMMS),该调查问卷旨在通过注意力,相关性,信心和满意度(ARCS)评估学习动机模型。在主要实验后的一个月,所有学生都进行了陈述性知识测验并完成了技能测验。主要结果–实验组和对照组的学生获得了大约相同水平的陈述性知识。所有学生都失去了主要和实验后一个月之间的知识。通过“图书馆冒险”学习的学生比对照组更能借用日记和查找报纸文章。相反,与实验组相比,补习班用户预订书房的速度更快。更重要的是,IMMS仪器表明,基于游戏的学习者在注意力,相关性和满意度方面的得分要高于基于教程的学习者。实验组和对照组参与者表现出相同的置信度。结论–尽管游戏与教程在获取和保留知识方面的有效性尚无定论,但作者得出的结论是,基于游戏的教学内容可能会促进学习者的参与度,帮助一些学生了解如何以优于网络的方式使用图书馆。基础教程。为新手图书馆用户开发基于游戏的学习体验的图书馆员和教学设计师可能会发现此研究有用。

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