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Learning and Motivational Processes When Students Design Curriculum-Based Digital Learning Games

机译:学生设计基于课程的数字学习游戏时的学习和激励过程

摘要

This design-based research (DBR) project has developed an overall gamified learning design (big Game) to facilitate the learning process for adult students by inviting them to be their own learning designers through designing digital learning games (small games) in cross-disciplinary subject matters. The DBR project has investigated and experimented with which elements, methods, and processes are important when aiming at creating a cognitive complex (Anderson and Krathwohl, 2001) and motivating learning process within a reusable game-based learning design. This project took place in a co-design process with teachers and students. The learning approach was founded in problem-based learning (PBL) and constructionist pedagogical methodology, building on the thesis that there is a strong connection between designing and learning. The belief is that activities that involve making, building, or programming provide a rich context for learning, since the construction of artefacts, in this case learning games, enables reflection and new ways of thinking. The students learned from reflection and interaction with the tools alone as well as in collaboration with peers. After analysing the students’ learning trajectories within this method of learning, this study describes seven areas of the iterative learning and game design process. The analysis also shows that the current learning design is constructed as a hierarchy supported through different roles as learning designers contained within one another. The study found that the students benefitted from this way of learning as a valid variation to more conventional teaching approaches, and teachers found that the students learned at least the same amount or more compared to traditional teaching processes. The students were able to think outside the box and experienced hard fun (Papert, 2002) - the phenomena that everyone likes challenging things to do, as long as they are the right things matched to the individual. They were motivated by hands-on work and succeeded in developing four very different and meaningful learning games and game concepts, which contributed to achieving their learning goals.
机译:这个基于设计的研究(DBR)项目开发了一个整体游戏化学习设计(大型游戏),通过跨学科设计数字学习游戏(小型游戏)邀请他们成为自己的学习设计师,从而促进了成年学生的学习过程主题事项。在旨在创建认知复合体并在可重用的基于游戏的学习设计中激发学习过程时,DBR项目已经进行了调查和试验,其中哪些元素,方法和过程很重要。(Anderson and Krathwohl,2001)该项目是与教师和学生共同设计的过程。该学习方法建立在基于问题的学习(PBL)和建构主义的教学方法论的基础上,其基础是设计与学习之间存在紧密的联系。人们认为,涉及到制作,构建或编程的活动为学习提供了丰富的环境,因为人工制品(在本例中为学习游戏)的构建能够进行反思和新的思维方式。学生从反思,与工具的互动以及与同伴的协作中学习。在分析了这种学习方法下学生的学习轨迹之后,本研究描述了迭代学习和游戏设计过程的七个方面。分析还显示,当前的学习设计被构建为一个层次结构,该层次结构通过学习设计师彼此之间包含的不同角色来支持。研究发现,学生从这种学习方式中受益,可以作为对传统教学方法的有效变体,而教师发现,与传统教学过程相比,学生至少学到了相同或更多的学习量。学生能够跳出框框思考,并经历了艰辛的乐趣(Papert,2002),这种现象是每个人都喜欢挑战性的事情,只要他们是与个人相匹配的正确事物。他们受到动手工作的激励,并成功开发了四个截然不同且有意义的学习游戏和游戏概念,这有助于实现其学习目标。

著录项

  • 作者

    Weitze Charlotte Lærke;

  • 作者单位
  • 年度 2015
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  • 原文格式 PDF
  • 正文语种 eng
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