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首页> 外文期刊>IEICE Transactions on Information and Systems >A Development of Game-Based Learning Environment to Activate Interaction among Learners
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A Development of Game-Based Learning Environment to Activate Interaction among Learners

机译:开发基于游戏的学习环境以激活学习者之间的互动

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Many studies and systems that incorporate elements such as "pleasure" and "fun" in the game to improve a learner's motivation have been developed in the field of learning environments. However, few are the studies of situations where many learners gather at a single computer and participate in a game-based learning environment (GBLE), and where the GBLE designs the learning process by controlling the interactions between learners such as competition, collaboration, and learning by teaching. Therefore, the purpose of this study is to propose a framework of educational control that induces and activates interaction between learners intentionally to create a learning opportunity that is based on the knowledge understanding model of each learner. In this paper, we explain the design philosophy and the framework of our GBLE called "Who becomes the king in the country of mathematics?" from a game viewpoint and describe the method of learning support control in the learning environment. In addition, we report the results of the learning experiment with our GBLE, which we carried out in a junior high school, and include some comments by a principal and a teacher. From the results of the experiment and some comments, we noticed that a game may play a significant role in weakening the learning relationship among students and creating new relationships in the world of the game. Furthermore, we discovered that learning support control of the GBLE has led to activation of the interaction between learners to some extent.
机译:在学习环境领域中,已经开发出许多在游戏中结合诸如“乐趣”和“乐趣”之类的元素以提高学习者动机的研究和系统。但是,很少有关于以下情况的研究:许多学习者聚集在一台计算机上并参与基于游戏的学习环境(GBLE),并且GBLE通过控制学习者之间的竞争(例如竞争,协作和互动)来设计学习过程。通过教学学习。因此,本研究的目的是提出一种教育控制的框架,该框架有意识地诱导和激活学习者之间的互动,以基于每个学习者的知识理解模型来创造学习机会。在本文中,我们解释了GBLE的设计理念和框架,即“谁成为数学之王”?从游戏的角度描述了学习环境中学习支持控制的方法。此外,我们报告了我们在初中进行的GBLE学习实验的结果,并包括了校长和老师的一些评论。从实验结果和一些评论中,我们注意到游戏可能在削弱学生之间的学习关系并在游戏世界中建立新的关系方面发挥重要作用。此外,我们发现对GBLE的学习支持控制已在一定程度上导致了学习者之间交互的激活。

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