Piloting Two Educational Games in Five European Countries: Teachers' Perceptions of Student Motivation and Classroom Engagement

Jennifer Tiede, Silke Grafe
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引用次数: 1

Abstract

The following article will present first results from a project that explored the application of two educational games in school classes. The project included 20 teachers from Italy, Portugal, Norway, Poland, and Greece. The learning games used in this pilot were Variant: Limits™, an educational mathematics game about calculus, and ARTé: Mecenas™, an educational art history game about the Italian Renaissance, both by Triseum™, an educational game studio based in the US. The scientific evaluation of the game-based learning pilot included focus groups and focused on aspects of application modes and effects on student motivation, classroom engagement, and learning outcomes. In the following, the focus group results for motivation and classroom engagement will be introduced, and first conclusions will be drawn regarding the respective effects on students as perceived by the teachers. The overall results show that both games were successful in stimulating motivation and classroom engagement with the students, even though the effects varied between the two games in certain regards and were discovered to depend on numerous factors in the context of interpersonal differences.
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在五个欧洲国家试行两种教育游戏:教师对学生动机和课堂参与的看法
下面的文章将展示一个项目的初步结果,该项目探索了两种教育游戏在学校课堂中的应用。该项目包括来自意大利、葡萄牙、挪威、波兰和希腊的20名教师。在这个试点中使用的学习游戏是Variant: Limits™,一个关于微积分的教育数学游戏,和art: Mecenas™,一个关于意大利文艺复兴的教育艺术史游戏,都是由Triseum™,总部设在美国的教育游戏工作室。对基于游戏的学习试点的科学评估包括焦点小组,重点关注应用模式及其对学生动机、课堂参与和学习成果的影响。下面,将介绍焦点小组对动机和课堂参与的结果,并就教师所感知的对学生的各自影响得出第一个结论。总体结果表明,这两款游戏都成功地激发了学生的学习动机和课堂参与度,尽管这两款游戏的效果在某些方面有所不同,并且被发现取决于人际差异背景下的许多因素。
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