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Engaging students in authoring and playing computer games

机译:让学生创作和玩电脑游戏

摘要

Computer games have become a commonplace but engaging activity among students. They enjoy playing computer games as they can perform larger-than-life activities virtually such as jumping from great heights, flying planes, and racing cars; actions that are otherwise not possible in real life.ududComputer games also offer user interactivity which gives them a certain appeal. Considering this appeal, educators should consider integrating computer games into student learning and to encourage students to author computer games of their own. It is thought that students can be engaged in learning by authoring and using computer games and can also gain essential skills such as collaboration, teamwork, problem solving and deductive reasoning. The research in this study revolves around building student engagement through the task of authoring computer games. The study aims to demonstrate how the creation and sharing of student-authored educational games might facilitate student engagement and how ICT (information and communication technology) plays a supportive role in student learning. Results from this study may lead to the broader integration of computer games into student learning and contribute to similar studies. In this qualitative case study, based in a state school in a low socio-economic area west of Brisbane, Australia, students were selected in both junior and senior secondary classes who have authored computer games as a part of their ICT learning. Senior secondary students (Year 12 ICT) were given the task of programming the games, which were to be based on Mathematics learning topics while the junior secondary students (Year 8 ICT) were given the task of creating multimedia elements for the games. A Mathematics teacher volunteered to assist in the project and provided guidance on the inclusion of suitable Mathematics curricular content into these computer games. The student-authored computer games were then used to support another group of Year 8 Mathematics students to learn the topics of Area, Volume and Time. Data was collected through interviews, classroom observations and artefacts. The teacher researcher, acting in the role of ICT teacher, coordinated with the students and the Mathematics teacher to conduct this study. Instrumental case study was applied as research methodology and Third Generation Activity Theory served as theoretical framework for this study. Data was analysed adopting qualitative coding procedures. Findings of this study indicate that having students author and play computer games promoted student engagement and that ICT played a supportive role in learning and allowed students to gain certain essential skills. Although this study will suggest integrating computer games to support classroom learning, it cannot be presumed that computer games are an immediate solution for promoting student engagement.
机译:电脑游戏已经变得司空见惯,但在学生中却很有趣。他们喜欢玩计算机游戏,因为他们实际上可以执行比生活大的活动,例如从高空跳下,飞行飞机和赛车。 ud ud计算机游戏还提供了用户交互性,这给了他们一定的吸引力。考虑到这种吸引力,教育者应考虑将计算机游戏集成到学生的学习中,并鼓励学生编写自己的计算机游戏。人们认为,学生可以通过创作和使用计算机游戏来从事学习,并且还可以获得诸如协作,团队合作,解决问题和演绎推理的基本技能。本研究的研究围绕通过编写计算机游戏的任务来培养学生的参与度。该研究旨在证明创建和共享学生创作的教育游戏如何促进学生的参与以及ICT(信息和通信技术)如何在学生学习中发挥支持作用。这项研究的结果可能导致将计算机游戏更广泛地整合到学生的学习中,并为类似的研究做出贡献。在这个定性的案例研究中,该公司位于澳大利亚布里斯班以西社会经济低地区的一所州立学校内,从初中和高中班级中选出了学生,他们在编写计算机游戏作为ICT学习的一部分时,均选择了这些学生。高中生(ICT 12年级)的任务是对游戏进行编程,这是基于数学学习主题的,而初中生(ICT 8年级)的任务是为游戏创建多媒体元素。一位数学老师自愿协助该项目,并就将合适的数学课程内容纳入这些计算机游戏提供了指导。然后,学生编写的计算机游戏被用来支持另一组8年级数学学生学习区域,体积和时间主题。通过访谈,课堂观察和人工制品收集数据。教师研究人员扮演信息通信技术老师的角色,与学生和数学老师一起进行这项研究。以工具案例研究为研究方法,以第三代活动理论为研究框架。采用定性编码程序分析数据。这项研究的结果表明,让学生创作和玩电脑游戏可以提高学生的参与度,而ICT在学习中起到了辅助作用,并使学生获得某些必不可少的技能。尽管这项研究建议整合计算机游戏以支持课堂学习,但不能认为计算机游戏是促进学生参与的直接解决方案。

著录项

  • 作者

    Sogathur Venugopal Srikanth;

  • 作者单位
  • 年度 2012
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  • 原文格式 PDF
  • 正文语种 {"code":"en","name":"English","id":9}
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