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Digital game building: learning in a participatory culture

机译:数字游戏建设:在参与式文化中学习

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Background: The emergence of a participatory culture, brought about mainly by the use of Web2.0 technology, is challenging us to reconsider aspects of teaching and learning. Adapting the learning-as-digital-game-building approach, this paper explores how new educational practices can help students build skills for the 21st century. Purpose: This paper examines elementary students' learning experiences through digital game building and playing. The following research questions guided the study: (1) What emotions do students experience during the process of building digital games for others to use?; (2) What traits do students display when they learn through digital game-building?; and (3) What do students learn from the digital game-building experience? Sample: The participants were 21 elementary students (19 boys and two girls), aged between seven and 11, who were on a summer camp at a university in Canada. Design and methods: This small-scale study made use of enactivism (Li, Clark, and Winchester, Instructional design and technology grounded in enactivism: A paradigm shift?, British Journal of Educational Technology 41, no. 3: 403-419, 2010), a new theoretical framework, as a basis for analysing the students' experiences and responses as they created computer games to teach others the concept of Issac Newton's Three Laws of Motion. Quantitative and qualitative data collected included student and parent surveys, teacher and student interviews, field observations and the digital games created by the students. Data were subjected to quantitative and thematic analyses. Results: The results indicated that only a small minority of students reported never feeling the positive emotions excited/happy or smart/proud during the process of building digital games. In addition, analysis suggested that creativity, engagement and new identity were the three salient traits displayed by the students when learning by digital game-building. There was also evidence that students increased their understanding of the subject matter in question (mathematics, science and technology) and enhanced their general problem-solving abilities through the process. Conclusions: This small-scale study suggests that student engagement in the game-building experience can enhance not just the learning of the game design process but also subject matter and generic skills. Thus, the learning-as-building approach can empower students to ‘take over the technology’ and become creators rather than passive consumers.View full textDownload full textKeywordslearning-as-digital game building, enactivism, mathematics, science, emotion, problem-solving, elementary studentsRelated var addthis_config = { ui_cobrand: "Taylor & Francis Online", services_compact: "citeulike,netvibes,twitter,technorati,delicious,linkedin,facebook,stumbleupon,digg,google,more", pubid: "ra-4dff56cd6bb1830b" }; Add to shortlist Link Permalink http://dx.doi.org/10.1080/00131881.2010.524752
机译:背景:主要由Web2.0技术的使用引起的参与式文化的出现,正在挑战我们重新考虑教与学的各个方面。本文采用“以数字游戏为学习方式”的学习方法,探讨了新的教育实践如何帮助学生培养21世纪的技能。目的:本文研究了通过数字游戏构建和玩法的小学生的学习经验。以下研究问题指导了本研究:(1)学生在构建供他人使用的数字游戏的过程中会感受到什么情感? (2)学生通过数字游戏构建学习时会表现出什么特征? (3)学生从数字游戏建设经验中学到什么?示例:参与者是21名小学生(19名男孩和2个女孩),年龄在7至11岁之间,他们在加拿大一所大学的夏令营中。设计和方法:此小型研究利用了环保主义(Li,Clark和Winchester,基于环保主义的教学设计和技术:范式转变?,英国教育技术杂志41,第3期:403- (第419页,2010年),一个新的理论框架,作为分析学生创建计算机游戏向他人传授伊萨克·牛顿的“三项运动定律”概念时的经验和反应的基础。收集的定量和定性数据包括学生和家长调查,老师和学生访谈,实地观察以及学生创建的数字游戏。对数据进行定量和主题分析。结果:结果表明,只有少数学生报告在构建数字游戏的过程中从未感到过兴奋/快乐或聪明/骄傲的积极情绪。此外,分析表明,创造力,参与度和新身份是学生通过数字游戏构建学习时表现出的三个显着特征。也有证据表明,学生在此过程中增加了对所涉主题(数学,科学和技术)的理解,并提高了他们解决问题的一般能力。结论:这项小型研究表明,学生参与游戏构建体验不仅可以增强对游戏设计过程的学习,而且可以增强主题和通用技能。因此,以建设为基础的学习方法可以使学生“接管技术”并成为创造者,而不是被动的消费者。解决问题的小学生,相关变量var addthis_config = {ui_cobrand:“泰勒和弗朗西斯在线”,servicescompact:“ citeulike,netvibes,twitter,technorati,delicious,linkedin,facebook,stumbleupon,digg,google,更多”,发布:“ ra- 4dff56cd6bb1830b“};添加到候选列表链接永久链接http://dx.doi.org/10.1080/00131881.2010.524752

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    《Educational Research》 |2010年第4期|p.427-443|共17页
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    Qing Lia*;

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  • 入库时间 2022-08-18 00:54:59

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