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Design and evaluation of a computer game for the learning of Information and Communication Technologies (ICT) concepts by physical education and sport science students

机译:体育和运动科学学生设计和评估用于学习信息和通信技术(ICT)概念的计算机游戏

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This study addresses the learning of Information and Communication Technologies (ICT) concepts by physical education and sport science students through a computer game. Its aims are: (a) the design of the prototype of a computer game aimed at supporting the development of an appropriate mental model about how a computer works by the students, and (b) the evaluation of the impact of the use of this prototype on students as to appeal, basic usability issues and learning outcomes. The most significant elements of the game prototype (narrative, characters, interface, scenarios, puzzles, gameplay) are presented in connection with the constructivist learning principles that guided the game design. A hundred and three (103) physical education and sport science students participated in the evaluation of the game prototype, which was conducted through pretest and posttest written questionnaires that elicited both quantitative and qualitative data. The data analysis showed that the game prototype was well-accepted as an alternative learning tool for ICT, compared to traditional learning tools, and that most game elements elicited average to positive responses from the students. It was also found that the game prototype had a significant positive effect on students' knowledge regarding the concepts of input, program, output and their interplay, and that it helped certain students overcome their misconceptions and form more scientifically acceptable and elaborate mental conceptions about basic functions of a computer. Future improvements and extensions to the game as well as future research perspectives are discussed on the basis of the findings.
机译:这项研究旨在解决体育和体育科学专业学生通过计算机游戏学习信息和通信技术(ICT)概念的问题。其目标是:(a)设计计算机游戏原型,以支持开发有关学生如何使用计算机的适当思维模型;以及(b)评估使用该原型的影响对学生的吸引力,基本可用性问题和学习成果。结合指导游戏设计的建构主义学习原则,介绍了游戏原型的最重要元素(叙述,角色,界面,场景,谜题,游戏玩法)。一百零三(103)名体育和体育科学专业的学生参加了游戏原型的评估,该评估是通过前测和后测书面问卷进行的,该问卷可获取定量和定性数据。数据分析表明,与传统的学习工具相比,该游戏原型作为ICT的替代学习工具已被广泛接受,并且大多数游戏元素均能引起学生对学生积极反应的平均评价。还发现,游戏原型对学生的输入,程序,输出及其相互作用概念的知识产生了显着的积极影响,并帮助某些学生克服了误解,并形成了更科学的,更详尽的关于基本知识的心理概念。计算机的功能。在发现的基础上,讨论了游戏的未来改进和扩展以及未来的研究观点。

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