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A Proof-of-Concept Study of Game-Based Learning in Higher Education

机译:高等教育基于游戏学习的概念证明研究

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Background. Much literature has theorized on the potential educational benefits offered by game-based learning (GBL). However, recent meta-data analyses of studies conducted on the efficacy of GBL offer mixed results. Furthermore, many of the studies available rely more on close reading, inference, small sample sizes, and qualitative responses than on quantitative, data-driven analyses.Aim. This article describes a proof-of-concept study designed to assess the effects of GBL on enjoyment, engagement, and learning in higher education using a large sample size and quantitative measures.Method. The study uses a large data set (n = 440) involving English, Math and Science undergraduate courses. For the first semester, faculty participants were trained in how to implement game-based pedagogy and created analog game-based lessons. In the following semester, each professor taught one section of a course using games and another section of the same course without games. Students in the game-based and control groups were given attitude surveys about the subject at the beginning of the semester, a post-lesson survey after the game or regular lesson, and a post-lesson quiz with separate questions to assess surface learning and deep learning.Results. Enjoyment correlated with improvements in deep learning in both the game and non-game classes. Games increased reported enjoyment levels, especially in subjects where students reported the greatest anxiety about learning, and this increase in enjoyment correlated positively with improvements in deep learning and higher-order thinking. These results may have particular impact on non-traditional students.Conclusion. While further investigation is necessary to assess the specific affordances and long-term effects of GBL in higher education, this study offers preliminary support for the claim that GBL can improve deep learning in this setting, by increasing enjoyment.
机译:背景。大量的文学已经了解基于游戏的学习(GBL)提供的潜在教育福利。然而,最近对GBL疗效进行的研究的荟萃数据分析提供了混合结果。此外,许多研究可以在密切阅读,推理,小样本尺寸和定性响应时更依赖于比定量,数据驱动的分析。本文介绍了概念验证研究,旨在评估GBL对高等教育享受,参与和学习的影响,使用大型样本尺寸和定量措施。方法。该研究使用涉及英语,数学和科学本科课程的大数据集(n = 440)。第一个学期,教师参与者培训了如何实现基于游戏的教学教学和创建的基于模拟游戏的课程。在下一学期,每个教授在没有比赛的情况下使用游戏和同一课程的另一个部分教授课程的一部分。在基于比赛和控制组的学生在学期开始时给予态度调查,在游戏或常规课程之后的一课后调查,以及课后测验,具有单独的问题来评估表面学习和深度学习。结果。享受与游戏和非游戏课程中深度学习的改进相关。游戏增加了报告的享受水平,特别是在学生报告对学习最大焦虑的主题中,这种享受的增加与深度学习和高阶思维的改善相关。这些结果可能对非传统学生进行特别影响。结论。虽然进一步调查是评估GBL在高等教育中的具体可取性和长期影响的虽然需要初步支持,但由于享受增加,GBL可以提高GBL可以改善深入学习。

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