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Student perceptions in the design of a computer card game for learning computer literacy issues: a case study

机译:学生在设计用于学习计算机素养问题的纸牌游戏中的看法:一个案例研究

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摘要

The aim of this work was twofold. First, an empirical study was designed aimed at investigating the perceptions that entry-level non-computing majors -namely Physical Education and Sport Science (PESS) undergraduate students- hold about basic Computer Literacy (CL) issues. The participants were 90 first-year PESS students, and their perceptions were elicited through a written questionnaire. The data analysis revealed scientifically acceptable perceptions as well as various empirical, vague, incomplete and erroneous perceptions. Second, those students' prior knowledge was utilized to design and implement an Educational Computer Card Game (ECCG) aimed at helping PESS students overcome their conceptual difficulties and approach the aforementioned CL issues in a scientifically consistent manner. The ECCG was designed taking into account basic digital game-based learning principles in combination with basic aspects of social and constructivist perspectives to learning. The ECCG was also pilot-tested in the field with real students, and the results were encouraging.
机译:这项工作的目的是双重的。首先,设计了一项实证研究,旨在调查对入门级非计算专业(即体育和运动科学(PESS)本科生)持有关于基本计算机素养(CL)问题的看法。参加者为90名PESS一年级学生,他们的看法是通过书面问卷调查得出的。数据分析揭示了科学上可接受的看法以及各种经验,模糊,不完整和错误的看法。其次,利用这些学生的先验知识来设计和实施教育计算机纸牌游戏(ECCG),旨在帮助PESS学生克服其概念上的困难并以科学一致的方式解决上述CL问题。 ECCG的设计考虑了基于数字游戏的基本学习原理,并结合了社会和建构主义学习观的基本方面。 ECCG还在实际学生中进行了现场测试,结果令人鼓舞。

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