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Learning and motivational effects of digital game-based learning (DGBL) for manufacturing education -The Life Cycle Assessment (LCA) game

机译:基于数字游戏的学习和动机效应(DGBL)制造教育 - 生命周期评估(LCA)游戏

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Despite its potential, empirical evidence of the educational effectiveness of Digital Game-based Learning (DGBL) for manufacturing education is still limited. To this respect, the Life Cycle Assessment (LCA) Game was developed in order to explain in an interactive way to university students life cycle assessment, a tool which is becoming increasingly important for sustainable manufacturing. The study was based on a two-group pretest-posttest quasi-experimental design involving 62 participants and was aiming at understanding the impact of LCA Game on both learning and motivation of university students. The results show that students using LCA Game performed significantly better on procedural knowledge while students involved in the non-gamified activity performed significantly better on factual knowledge. In addition, while higher levels of usability and enjoyment were associated to the LCA Game group, no particular differences were found on the other motivational dimensions. Thus, this study provides important insights about the specific educational benefits that can be obtained through DGBL in manufacturing education. (C) 2018 Elsevier B.V. All rights reserved.
机译:尽管其潜力,但制造教育的数字比赛学习教育效力的经验证据仍然有限。为此,制定了生命周期评估(LCA)游戏,以便以互动的方式解释大学生生命周期评估,这是一种对可持续制造业越来越重要的工具。该研究基于一个涉及62名参与者的双组预测试的预测试,并旨在了解LCA比赛对大学生的学习和动机的影响。结果表明,使用LCA游戏的学生对程序知识进行了更大的更好,而参与非赌博活动的学生对事实知识表现明显更好。此外,虽然较高的可用性和享有级别与LCA游戏组相关联,但在其他动机维度上没有发现特定差异。因此,本研究提供了对通过DGBL制造教育中可以获得的具体教育福利的重要见解。 (c)2018 Elsevier B.v.保留所有权利。

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