A Proof-of-Concept Study of Can't Wait to Learn: A Digital Game-Based Learning Program for Out-of-School Children in Lebanon

J. Turner, Karine Taha, N. Ibrahim, K. Neijenhuijs, Eyad Hallak, K. Radford, H. Stubbé-Alberts, Thomas de Hoop, M. Jordans, F. Brown
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引用次数: 2

Abstract

Evaluations of education technology (ed tech) interventions in humanitarian settings are scarce. We present a proof-of-concept study of Can't Wait to Learn, a digital game-based learning program that combines an experiential, active learning design with meaningful, competency-appropriate, and contextually relevant content. We assessed the feasibility of using this program to address the current education gap in Lebanon by implementing its mathematics component in basic literacy and numeracy classes (n=30) with out-of-school children (n=390) ages 10-14. We estimated changes in numeracy competency and psychosocial wellbeing and conducted focus group discussions (n=16) and key informant interviews (n=19) with children, facilitators, parents, and partner staff members to understand the lived experience, perceived impact, and implementation challenges of the program. Our findings support the feasibility of using ed tech programs to meet the needs of out-of-school children, as we saw significant improvements in numeracy, psychological symptoms, and self-esteem; positive reported experiences with the program; increased motivation among the children; and overall ease of implementation. Our suggested improvements to the game design and implementation model will support ongoing program adaptation and implementation, with the goal of increasing access to quality education for children living in humanitarian settings. Our findings will inform future studies that seek to conclusively determine the program's effectiveness.
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《迫不及待地想学习:黎巴嫩失学儿童数字游戏学习计划》的概念验证研究
对人道主义环境中教育技术干预措施的评估很少。我们提出了一项“等不及学习”的概念验证研究,这是一个基于数字游戏的学习计划,将体验式、主动的学习设计与有意义的、适合能力的、与上下文相关的内容相结合。通过在10-14岁的失学儿童(n=390)的基础识字和算术班(n=30)中实施该计划的数学部分,我们评估了利用该计划解决黎巴嫩目前教育差距的可行性。我们估计了计算能力和社会心理健康的变化,并与儿童、辅导员、家长和合作伙伴进行了焦点小组讨论(n=16)和关键信息访谈(n=19),以了解该计划的生活经历、感知影响和实施挑战。我们的研究结果支持了使用教育技术项目来满足失学儿童需求的可行性,因为我们看到了在计算能力、心理症状和自尊方面的显著改善;积极的项目经验报告;提高了孩子们的积极性;总体上易于实现。我们对游戏设计和实施模式的改进建议将支持正在进行的项目调整和实施,目标是增加生活在人道主义环境中的儿童获得优质教育的机会。我们的发现将为未来的研究提供信息,以最终确定该计划的有效性。
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