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Development of children's creativity and manual skills within digital game-based learning environment

机译:在基于数字游戏的学习环境中发展儿童的创造力和手工技能

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In this study, we developed a digital game-based learning (DGBL) system, called the ToES, to foster students' creativity. Fifty-one fifth-grade students from two classes in a public school in Taipei, Taiwan, were recruited and consented to participate. Both classes consisted of students with mixed abilities studying a foundation unit entitled "Electrical Science" in a natural science course. One class was chosen to be the experimental group (EG) and the other class was the control group (CG). The goal of this study was to examine how different instructional strategies (i.e., traditional instruction and instruction using digital games) affected the students' creativity and their performance on manual skills. The analytical results indicated that the students' creativity and their performance on manual skills displayed positive growth when they were involved in acquiring knowledge and resolving tasks in a DGBL environment, which fostered their creativity and facilitated the generation of flow experiences. Moreover, there were three interesting findings related to the use of DGBL: the ToES was an effective learning tool for cultivating the students' creativity; there was a positive effect of creativity and their performance of manual skills; and the ToES accelerated the improvement of practical behaviors regarding manual skills. Highlights We design a digital game with creativity called the ToES. We prove differences in creativity and manual skills between traditional classroom and digital game-based environment. Students were able to achieve better learning performances in DGBL environment. DGBL facilitates the generation of flow experience.
机译:在这项研究中,我们开发了一种名为ToES的基于数字游戏的学习(DGBL)系统,以培养学生的创造力。招募了来自台湾台北一所公立学校两个班级的51名五年级学生,并同意参加。这两个课程均由具有综合能力的学生组成,他们在自然科学课程中学习名为“电子科学”的基础单元。选择一类作为实验组(EG),另一类作为对照组(CG)。这项研究的目的是研究不同的教学策略(即传统的教学和使用数字游戏的教学)如何影响学生的创造力和他们在手工技能上的表现。分析结果表明,当学生参与DGBL环境中的知识获取和解决任务时,他们的创造力及其在手工技能上的表现显示出正增长,这促进了他们的创造力并促进了流动体验的产生。此外,与DGBL的使用相关的三个有趣发现:ToES是一种有效的学习工具,可以培养学生的创造力;创造力及其对手工技能的表现产生积极影响; ToES加快了关于手动技能的实际行为的改善。亮点我们设计了一款具有创造力的数字游戏,称为ToES。我们证明了传统课堂和基于数字游戏的环境在创造力和手动技能方面的差异。学生可以在DGBL环境中取得更好的学习成绩。 DGBL促进了流程体验的产生。

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