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Differences between students' learning behaviors and performances of adopting a competitive game-based item bank practice approach for learning procedural and declarative knowledge

机译:采用竞争性基于游戏的项目库练习方法学习程序和陈述性知识的学生的学习行为和表现之间的差异

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Competitive game-based learning has been widely discussed in terms of its positive and negative impacts on learners' learning effectiveness and learning behavior. Although different types of games require different kinds of knowledge to accomplish the task via competition, few studies have considered that knowledge types, such as procedural knowledge and declarative knowledge, might play important roles in competitive game-based learning. Also, some studies have found that learners with high prior knowledge gain benefits from playing games, but tend to develop declarative rather than procedural knowledge. To address this problem, the independent sample t-test was used to analyze students' learning effectiveness in order to explore how different knowledge types in a competitive game-based item bank practice system would influence learners. Lag sequential analysis was used to analyze the learners' behavior. The results show that learners with procedural knowledge (web programming) scored significantly lower than those with declarative knowledge (English) on the pre-test. However, the learners with procedural knowledge improved their grades to achieve a similar level to that of students with declarative knowledge on the post-test. The behavior analysis indicated that learners with procedural knowledge tended to review the explanation of the question and re-answer it, and used the competitive game-based item bank practice system more than the learners with declarative knowledge. It is concluded that the competitive game-based item bank practice system had a positive impact on learning effectiveness, especially for learners with procedural knowledge.
机译:基于竞争性游戏的学习对学习者的学习效果和学习行为有积极和消极的影响,因此已被广泛讨论。尽管不同类型的游戏需要不同种类的知识才能通过比赛来完成任务,但是很少有研究认为诸如程序性知识和陈述性知识之类的知识类型可能在基于竞争性游戏的学习中发挥重要作用。此外,一些研究发现,具有较高先验知识的学习者会从玩游戏中受益,但往往会发展陈述性知识而不是程序性知识。为了解决这个问题,使用独​​立样本t检验分析学生的学习效果,以探索基于竞争性游戏的项目库练习系统中的不同知识类型将如何影响学习者。滞后顺序分析用于分析学习者的行为。结果表明,在预测试中,具有程序知识(网络编程)的学习者的得分明显低于具有陈述性知识(英语)的学习者。但是,具有程序知识的学习者的成绩得以提高,达到了与在测试后具有陈述性知识的学生相似的水平。行为分析表明,具有程序知识的学习者倾向于复习问题的解释并重新回答,并且比具有陈述性知识的学习者更多地使用基于竞争游戏的物品库练习系统。结论是,竞争性基于游戏的项目库练习系统对学习效果具有积极影响,特别是对于具有程序知识的学习者。

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