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A meta-analytic examination of the instructional effectiveness of computer-based simulation games

机译:对基于计算机的模拟游戏的教学效果的元分析检查

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Interactive cognitive complexity theory suggests that simulation games are more effective than other instructional methods because they simultaneously engage trainees' affective and cognitive processes (Tennyson & Jorczak, 2008). Meta-analytic techniques were used to examine the instructional effectiveness of computer-based simulation games relative to a comparison group (k= 65, N= 6,476). Consistent with theory, posttraining self-efficacy was 20% higher, declarative knowledge was 11% higher, procedural knowledge was 14% higher, and retention was 9% higher for trainees taught with simulation games, relative to a comparison group. However, the results provide strong evidence of publication bias in simulation games research. Characteristics of simulation games and the instructional context also moderated the effectiveness of simulation games. Trainees learned more, relative to a comparison group, when simulation games conveyed course material actively rather than passively, trainees could access the simulation game as many times as desired, and the simulation game was a supplement to other instructional methods rather than stand-alone instruction. However, trainees learned less from simulation games than comparison instructional methods when the instruction the comparison group received as a substitute for the simulation game actively engaged them in the learning experience.
机译:互动认知复杂性理论认为,模拟游戏比其他教学方法更有效,因为它们同时参与了受训者的情感和认知过程(Tennyson&Jorczak,2008)。荟萃分析技术被用来检验基于计算机的模拟游戏相对于对照组的教学效果(k = 65,N = 6,476)。与理论一致,与模拟组相比,模拟游戏教学的学员的训练后自我效能提高了20%,陈述性知识提高了11%,程序知识提高了14%,保留率提高了9%。但是,结果为模拟游戏研究中的出版偏见提供了有力的证据。模拟游戏的特点和教学环境也降低了模拟游戏的有效性。相对于比较组,受训者学到的东西更多,当模拟游戏主动而不是被动地传达课程资料时,受训者可以根据需要多次访问模拟游戏,并且该模拟游戏是对其他教学方法的补充,而不是独立的教学。 。但是,当比较组收到的代替模拟游戏的指令积极地使他们参与学习体验时,受训者从模拟游戏中学习的知识要少于比较指导方法。

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