...
首页> 外文期刊>Journal of research in science teaching >Game-Based Curricula in Biology Classes: Differential Effects Among Varying Academic Levels
【24h】

Game-Based Curricula in Biology Classes: Differential Effects Among Varying Academic Levels

机译:生物学课程中基于游戏的课程:不同学术水平之间的差异效应

获取原文
获取原文并翻译 | 示例
   

获取外文期刊封面封底 >>

       

摘要

Video games have become a popular medium in our society, and recent scholarship suggests that games can support substantial learning. This study stems from a project in which we created a video game enabling students to use biotechnology to solve a societal problem. As students engaged in the game, they necessarily interacted with the underlying biological principles. The study focused on the extent to which students learned biology concepts in the context of a game-based curriculum. In particular, we explored learning among high school students, stratified across different academic levels (i.e., general, honors, and advanced). We used a pre/post-test repeated measures multiple analysis of variance (MANOVA) design and a multi-level assessment strategy with assessments positioned at variable distances from the curriculum to illuminate the nature of student learning and the potential interactions of academic level and learning associated with the game-based curriculum. A total of 647 students from 31 different biology classes, taught by 10 different teachers, participated in the study. Results indicated statistically and practically significant gains in student performance on both a proximal (curriculum-aligned) test and a distal (standards-aligned) exam of biological content knowledge. Students from classes across all three academic levels demonstrated gains with relatively large effect sizes on the proximal test. Whereas the honors and advanced students demonstrated less substantial gains on the distal exam, the general students demonstrated gains of similar effect size on both the proximal and distal assessments. These results suggest that, despite teacher concerns about the potential effectiveness of gaming to support learning among students in lower academic levels, game-based curricula can support learning of important biological content for students of varying academic levels and may, in fact, be most beneficial for lower level students. The affordances of employing a multi-level assessment model for the investigation of innovative curricula are discussed. < 2013 Wiley Periodicals, Inc. J Res Sci Teach 50: 479-499, 2013
机译:电子游戏已成为我们社会中的一种流行媒介,最近的一项奖学金表明,游戏可以支持大量学习。这项研究源于一个项目,我们在其中创建了一个视频游戏,使学生能够使用生物技术解决社会问题。当学生从事游戏时,他们必须与基本的生物学原理进行互动。这项研究的重点是在基于游戏的课程中学生学习生物学概念的程度。尤其是,我们探索了高中生之间的学习情况,并按不同的学术水平(即普通,荣誉和高级)进行了分层。我们使用了测试前/测试后重复测量的方差多重分析(MANOVA)设计和多级评估策略,评估与课程的距离为可变距离,以阐明学生学习的本质以及学业水平与学习之间的潜在相互作用与基于游戏的课程相​​关联。共有来自31个不同生物学班的647名学生参加了这项研究,其中有10名不同的老师任教。结果表明,在生物成分知识的近端(课程对齐)测试和远端(标准对齐)考试中,学生的成绩在统计学上和实践上都有显着提高。来自所有三个学术级别的班级的学生在近端测试中均表现出相对较大的效果。荣誉和高级学生在远端考试中获得的实质性收益较少,而普通学生在近端和远端评估中均具有相似的效果。这些结果表明,尽管老师担心游戏对支持较低学历学生的学习的潜在有效性,但基于游戏的课程仍可以支持学习水平不同的学生学习重要的生物学内容,并且实际上可能是最有益的适用于低年级学生。讨论了采用多层次评估模型调查创新课程的能力。 <2013 Wiley Periodicals,Inc. J Res Sci Teach 50:479-499,2013年

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号