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Virtual shooting vs. actual learning: examining university students’ ideas about video games as tools for learning history

机译:虚拟射击与实际学习:研究大学生关于视频游戏作为学习历史工具的想法

摘要

Video games are a popular area of research in education and many scholars are currently investigating the great potential of video games to engage and to teach students more effectively. Studies have long demonstrated that students perceive history as a dull subject. This study examines the potential of commercial video games as a potential tool to improve students’ engagement in history, by focusing on what historical content university students believe they learn and what interests they develop by playing a commercial-off-the-shelf First-Person Shooter video game set in World War 2. Data collected from 12 university students of varying backgrounds show that participants regard video games as a fun pastime, and dismissed them as a way of understanding the past. This appeared to be the case partly because participants were able to “read” features of the game that marked it as a commercial entertainment product, and they overestimated compromises between fun and historical accuracy in it’s game design.
机译:电子游戏是教育领域的热门研究领域,许多学者目前正在研究电子游戏在吸引和更有效地教授学生方面的巨大潜力。长期以来的研究表明,学生将历史视为沉闷的科目。这项研究通过关注大学生认为他们所学的历史内容以及通过玩现成的商业第一人称而产生的兴趣,研究了商业视频游戏作为提高学生对历史的参与的潜在工具的潜力。射击游戏在第二次世界大战中诞生。从12位不同背景的大学生那里收集的数据表明,参与者将视频游戏视为一种有趣的消遣,而将其视为理解过去的一种方式。出现这种情况的部分原因是,参与者能够“阅读”标记为商业娱乐产品的游戏功能,并且他们高估了游戏设计的趣味性和历史准确性之间的折衷。

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    Feenstra William;

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  • 年度 2011
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