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Deep assessment: an exploratory study of game-based, multimodal learning in Epidemic

机译:深度评估:流行病中基于游戏的多模式学习的探索性研究

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In this study, we examine what and how intermediate age students learned from playing in a health-focused game-based digital learning environment, Epidemic. Epidemic is a playful interactive environment designed to deliver factual knowledge, invite critical understanding, and encourage effective self-care practices in dealing with viral contagious diseases, using a social networking interface to integrate both serious games and game-like multimodal design projects. Epidemic invites a playful approach to its deadly serious core concern – communicable disease – in order to see what happens when students are encouraged to critically approach information from multiple or contradictory perspectives. To identify what participants learned while interacting within Epidemic, we deployed two instructional and assessment models, noting the differences each instructional approach could potentially make, and what approach to assessment might help us evaluate game-based learning. We found that each approach provided importantly different perspectives on what and how students learned, and on the very meaning of student success. Recognizing that traditional assessment tools based in print-cultural literacy may prove increasingly ill-suited for assessing emergent multimodal literacies in game-based learning environments, this study seeks to contribute to a growing body of work on the development of novel assessments for learning.
机译:在这项研究中,我们研究了中年学生在以健康为中心的基于游戏的数字学习环境Epidemic中玩游戏的方式和方法。流行病是一个有趣的互动环境,旨在使用社交网络界面整合严肃的游戏和类似游戏的多模式设计项目,以提供事实知识,引起批判性理解并鼓励有效的自我护理做法来应对病毒感染性疾病。流行病邀请人们以一种嬉戏的方式来解决其致命的严重核心关注点-传染病-以便了解鼓励学生从多个或相互矛盾的角度批判性地获取信息时会发生什么。为了确定参与者在“流行病”中进行互动时学到了什么,我们部署了两个教学模型和评估模型,指出每种教学方法可能产生的差异,以及哪种评估方法可以帮助我们评估基于游戏的学习。我们发现,每种方法对于学生的学习方式和方式以及学生成功的真正意义提供了重要的不同观点。认识到基于印刷文化素养的传统评估工具可能越来越不适合评估基于游戏的学习环境中的新兴多峰文学,因此本研究旨在为发展新型学习评估做出贡献。

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