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Towards an understanding of real-time continuous feedback from simulation games

机译:了解模拟游戏的实时连续反馈

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Purpose - Simulation games have long been used as a teaching tool in the classroom environment mainly due to the high level of participation and engagement that students are able to generate from these, making the learning process more enjoyable and capable to replicate real-life scenarios. Feedback given during the simulation helps to motivate students to find better solutions to the problems being presented in the games and thus enhance their hands-on knowledge on particular subjects. The purpose of this research is to provide empirical evidence of interrelations and impacts that exist between real-time continuous feedback and simulation game performance as well as the interrelations and impacts that exist between real-time continuous feedback and both students' attitude and engagement towards learning. Design/methodology/approach - The research focused on 60 undergraduate students enrolled at the Centre of Commerce at RMIT University Vietnam who had taken at least three semesters at various programmes. For test purposes, the research employed a 3D IBM business process management (BPM) simulation game, INNOV8 developed by the IBM Academic Initiative. A web-based survey followed at the university grounds for the collection of data. Findings - Students showed a favourable attitude towards learning through the simulation game. In addition, the real-time continuous feedback given during the simulation game had a positive impact on the students' cognitive learning outcomes. Research limitations/implications - The sample size used was relatively small with 60 participants, most unfamiliar with the theories of BPM. Originality/value - The originality of this research stems from the real-time and continuous nature of the feedback being given to students during the gameplay of a computer-based simulation game, and how this type of feedback could positively impact the students' learning outcomes.
机译:目的-模拟游戏长期以来一直被用作教室环境中的教学工具,这主要是由于学生能够从这些游戏中产生很高的参与度和参与度,从而使学习过程更加有趣并且能够复制现实生活中的情景。在模拟过程中提供的反馈有助于激励学生找到游戏中出现的问题的更好的解决方案,从而增强他们对特定主题的动手知识。这项研究的目的是提供实时连续反馈和模拟游戏性能之间存在的相互关系和影响的实证证据,以及实时连续反馈与学生的学习态度和参与度之间存在的相互关系和影响的经验证据。 。设计/方法/方法-该研究集中于越南皇家墨尔本理工大学商业中心招收的60名本科生,他们在各种课程中至少上了三个学期。出于测试目的,该研究使用了3D IBM业务流程管理(BPM)模拟游戏,即IBM Academic Initiative开发的INNOV8。随后在大学校园进行了基于网络的调查,以收集数据。调查结果-学生对通过模拟游戏学习表现出了良好的态度。此外,在模拟游戏中给出的实时连续反馈对学生的认知学习成果有积极影响。研究的局限性/意义-所使用的样本量相对较小,有60名参与者,最不了解BPM理论。独创性/价值-这项研究的独创性源于在基于计算机的模拟游戏的游戏过程中向学生提供的实时反馈和连续性,以及这种反馈如何对学生的学习成果产生积极影响。

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