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Facilitating deep-strategy behaviors and positive learning performances in science inquiry activities with a 3D experiential gaming approach

机译:使用3D体验游戏方法在科学探究活动中促进深层策略行为和积极的学习表现

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Facilitating students' deep-strategy behaviors and positive learning performances of science inquiry is an important and challenging educational issue. In this study, a contextual science inquiry approach is proposed for developing a 3D experiential game to cope with this problem. To evaluate the impacts of the game on students' science learning approaches, learning achievements and problem-solving awareness as well as the learning behavioral patterns of the students with different learning achievements, a quasi-experiment was conducted in an elementary school geoscience course. The participants were two classes of sixth graders. One class was the experimental group who learned with the 3D experiential game, and the other was the control group who learned with the conventional technology-enhanced learning approach. The experimental results showed that the students learning with the 3D experiential gaming system showed better learning achievements, problem-solving tendency, deep learning strategies, and deep learning motive than those who learned with the conventional technology-enhanced learning approach. Moreover, the higher-achievement students showed more behavioral patterns of deep learning strategies than the lower-achievement students. The findings of this study provide a good reference for helping lower-achievement students improve their learning performance.
机译:促进学生的深层策略行为和科学探究的积极学习表现是一个重要且具有挑战性的教育问题。在这项研究中,提出了一种情境科学探究方法来开发3D体验游戏来解决这个问题。为了评估游戏对学生的科学学习方法,学习成绩和解决问题意识以及具有不同学习成绩的学生的学习行为模式的影响,在小学地球科学课程中进行了一次准实验。参加者是两个六年级学生。一类是实验小组,他们通过3D体验游戏进行学习,另一类是对照组,他们通过传统的技术增强型学习方法进行学习。实验结果表明,与使用传统技术增强学习方法进行学习的学生相比,使用3D体验游戏系统进行学习的学生具有更好的学习成绩,解决问题的趋势,深度学习策略和深度学习动机。此外,成绩较高的学生比成绩较低的学生表现出更多的深度学习策略行为模式。这项研究的结果为帮助成绩较低的学生提高学习成绩提供了很好的参考。

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