Design a reflective mechanism to engage students in student-constructed test activity

Chun-Ping Wu, Jie Tu, Shu-ling Wu
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引用次数: 3

Abstract

Student-constructed test (SCT) strategy engages learners in constructing tests around the learned materials, which involves three cognitive tasks, test-planning, question-generation, and testsetting. In addition to the educational benefit of having student generate questions, prior studies substantiated the positive effects SCT strategy on the breadth, depth, interconnectivity, and elaboration of knowledge. Majority of the question-generation research devoted to exploration of enhancing students question generation performance by training and scaffolds. However, few researches investigated how to sustain students' intrinsic motivation and reduce their anxiety during the question-posing process. Furthermore, the benefits of game-based learning were evidenced in numerous empirical research; however, the potential effects of designing a board game centering on question-generation tasks still need to be studied. This study aims to design a serious board game to engage students in reflecting test-construction process. The design-based research method is adopted. Twelve college students won in a series of board game competition were invited to play the game again. The strategies they employed and their perception toward the design board game were collected via a focus group interview. The results indicated that participants were engaged in reflecting the characteristics of a good test-item by evaluating their own test-items and observing other players' test-items in a joyful environment. keep examining their test-items and the theories. The results also supported the joyful learning experience, which makes SCT fun. Recommendation on future research is provided.
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设计一种反思机制,让学生参与到学生建构的测试活动中
学生建构测试(SCT)策略要求学习者围绕所学材料构建测试,包括三个认知任务:测试计划、问题生成和测试设置。除了让学生提出问题的教育效益外,先前的研究证实了SCT策略对知识的广度、深度、互联性和精细化的积极影响。大多数问题生成研究致力于探索通过训练和脚手架来提高学生的问题生成绩效。然而,关于如何在提问过程中维持学生的内在动机和减少学生的焦虑的研究却很少。此外,基于游戏的学习的好处在许多实证研究中得到了证明;然而,设计以问题生成任务为中心的桌面游戏的潜在影响仍然需要研究。本研究旨在设计一个严肃的棋盘游戏,让学生参与反思测试建构的过程。采用基于设计的研究方法。12名在一系列桌游比赛中获胜的大学生被邀请再玩一次。他们采用的策略和他们对设计桌游的看法是通过焦点小组访谈收集的。结果表明,在快乐的环境中,参与者通过评价自己的测试项目和观察其他参与者的测试项目来反映一个好的测试项目的特征。继续检查他们的测试项目和理论。结果也支持愉快的学习体验,这使SCT变得有趣。对今后的研究提出了建议。
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