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What Do Students Think of Mobile Chemistry Games?: Implications for Developing Mobile Learning Games in Chemistry Education 学生如何看待手机化学游戏?:开发移动学习游戏在化学教育中的意义
Pub Date : 2023-08-09 DOI: 10.4018/ijgbl.327450
Manuel Bautista Garcia, Rodell C. Barrientos
The impact of digital games on chemistry education has received less attention compared to other scientific fields. This research gap resulted in a limited understanding of how to effectively design mobile chemistry games (MCG) distinct from non-science mobile learning games (MLG). This study aims to explore students' attitudes toward MCG and gather their opinions on the game components using a mixed-methods research design. A total of 698 students from urban universities, categorized into technology, chemistry, and education cohorts based on their academic majors, participated to provide diverse perspectives. The results revealed significant disparities in gameplay experience, particularly in competence and relatedness, between MLG and MCG. Students' educational background significantly influenced their confidence and leisure levels. Concerningly, students exhibited a negative attitude towards MCG. The study provides game developers with a guideline for developing MCG and offers chemistry teachers a framework for selecting appropriate MLG in the context of chemistry education.
与其他科学领域相比,数字游戏对化学教育的影响受到的关注较少。这一研究差距导致人们对如何有效设计手机化学游戏(MCG)区别于非科学手机学习游戏(MLG)的理解有限。本研究旨在探讨学生对MCG的态度,并采用混合方法的研究设计收集他们对游戏组件的意见。来自城市大学的698名学生根据专业分为理工、化学、教育等,参与了此次调查,提供了不同的视角。结果显示,MLG和MCG在游戏体验上存在显著差异,尤其是在能力和相关性方面。学生的教育背景显著影响他们的信心和休闲水平。值得关注的是,学生对MCG表现出消极的态度。本研究为游戏开发者开发MCG提供了指导,为化学教师在化学教育背景下选择合适的MLG提供了框架。
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引用次数: 0
Career Choice With the Serious Game Like2be 职业选择与严肃的游戏喜欢
Pub Date : 2023-08-07 DOI: 10.4018/ijgbl.327788
C. Keller, Elena Makarova, Anna K. Döring
Choosing a career is an important biographical event for adolescents. Toward the end of compulsory education, they must decide which career path they want to pursue. The serious game like2be was developed to support adolescents in this individual career choice process. In a quasi-experimental intervention study with 809 adolescents, like2be was evaluated for its effectiveness in career choice classes at the lower secondary level. In addition, a teaching concept for the application of the serious game which included additional teaching materials was analyzed. The data show that like2be is an effective medium for broadening personal career choice horizons, especially when it is pedagogically well-founded and integrated into career choice classes. Although the effectiveness of like2be in stimulating intensive reflection on one's own vocational aptitude or a gender-sensitive attitude towards occupations is limited, the present study shows that like2be has major potential for supporting the process of career choice among adolescents.
职业选择是青少年重要的人生事件。在义务教育即将结束时,他们必须决定自己想要追求的职业道路。开发像2be这样的严肃游戏是为了支持青少年在个人职业选择过程中。在一项针对809名青少年的准实验干预研究中,我们评估了like2be在初中阶段职业选择课上的有效性。此外,还分析了一种包含附加教材的严肃游戏应用教学理念。数据显示,like2be是拓宽个人职业选择视野的有效媒介,尤其是在教学基础良好并与职业选择课程相结合的情况下。虽然like2be在激发人们对自己的职业才能进行深入思考或对职业持性别敏感态度方面的效力有限,但本研究表明,like2be在支持青少年的职业选择过程方面具有很大的潜力。
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引用次数: 0
Digital Game-Based Learning in an Introductory Accounting Course: Design and Development of an Instructional Game 基于数字游戏的会计入门课程学习:教学游戏的设计与开发
Pub Date : 2023-06-01 DOI: 10.4018/ijgbl.324073
Hadise Hajimoradkhani, S. Mashayekh, Rouhollah Khodabandelou
This study aimed to develop and evaluate a digital instructional game application for learning the basic concepts of the accounting principles in an introductory accounting course. The game was designed using the Unity engine and Griss instructional design model. Based on the model, game characteristics were embedded in educational content. The game was uploaded to a local Android platform. The study was carried out in the 2019 summer semester. A quasi-experimental design with a control group and an experimental group was employed as a research design. The findings showed that the developed game has a positive impact on students' academic performance and motivation. The results were also consistent with the notion that active learning methods yield more positive outcomes compared to traditional teacher-oriented methods.
本研究旨在开发并评估一款数位教学游戏应用程式,以帮助学生在会计导论课程中学习会计原则的基本概念。游戏是使用Unity引擎和Griss教学设计模型设计的。基于该模型,将游戏特征嵌入到教育内容中。游戏被上传到本地Android平台。这项研究是在2019年夏季学期进行的。研究设计采用准实验设计,设对照组和试验组。研究结果表明,开发的游戏对学生的学习成绩和学习动机有积极的影响。与传统的以教师为导向的学习方法相比,积极的学习方法产生更积极的结果,这一结果也与这一概念相一致。
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引用次数: 0
Gamification and Player Profiles in Higher Education Professors 高等教育教授中的游戏化和玩家档案
Pub Date : 2023-05-23 DOI: 10.4018/ijgbl.323449
Diego Vergara, A. I. Gómez-Vallecillo, Pablo Fernández‐Arias, Álvaro Antón‐Sancho
This paper conducts descriptive quantitative research of the player profile of a set of 808 university professors, and the player profiles that participants consider most suitable for learning when educational gamification is employed in higher education. It also studied the existence of influential variables in the chosen player profiles, including sociological (gender and age) and academic variables (area of knowledge). The results reveal that most professors are mostly explorers, followed by the socializers, and consider these player profiles as the most efficient for achieving learning objectives. There are no gaps based on sociological aspects or knowledge about gamification, but there are gaps based on area of knowledge. It is proposed that universities design training sessions for professors on educational gamification and further research on factors that influence the configuration of their player profile.
本文对808名大学教授的玩家特征进行了描述性定量研究,并对高等教育实施教育游戏化时,参与者认为最适合学习的玩家特征进行了描述性定量研究。它还研究了所选球员概况中存在的有影响的变量,包括社会学(性别和年龄)和学术变量(知识领域)。研究结果显示,大多数教授主要是探索者,其次是社交者,他们认为这些玩家特征是实现学习目标的最有效方式。没有基于社会学方面或关于游戏化的知识的差距,但存在基于知识领域的差距。建议大学为教授设计关于教育游戏化的培训课程,并进一步研究影响其玩家配置的因素。
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引用次数: 1
Is Digital Game-Based Learning Possible in Mathematics Classrooms?: A Study of Teachers' Beliefs 数字游戏学习在数学课堂上可行吗?:教师信念研究
Pub Date : 2023-05-19 DOI: 10.4018/ijgbl.323445
L. Matic, Myrto Karavakou, M. Grizioti
The literature reports that while digital educational games are used in the elementary classroom, they are rarely, if ever, used in the upper secondary mathematics classroom. In order to investigate this situation, a survey was conducted to determine what upper secondary school mathematics teachers think about digital games and what obstacles and limitations they perceive in using DGBL as a teaching approach. The results indicate that mathematics teachers view digital games as a useful teaching tool; however, the lack of knowledge about teaching with digital games and shortage of appropriate games for teaching upper secondary mathematics seems to discourage them from using them as a main teaching tool. These findings imply that professional development should be designed with a focus on teacher training. Furthermore, the development of constructionist-based games should be considered, where games are based on meaning-making rather than practicing mathematical content, as has previously been the case.
文献报告称,虽然数字教育游戏在小学课堂上使用,但它们很少(如果有的话)用于高中数学课堂。为了调查这种情况,我们进行了一项调查,以确定高中数学教师对数字游戏的看法,以及他们认为使用数字游戏作为教学方法的障碍和限制。结果表明,数学教师将数字游戏视为一种有用的教学工具;然而,由于缺乏对数字游戏教学的了解,以及缺乏适合高中数学教学的游戏,似乎阻碍了他们将数字游戏作为主要教学工具。这些发现表明,专业发展的设计应以教师培训为重点。此外,我们还应该考虑基于建构主义的游戏的发展,即游戏基于意义创造而不是像之前那样实践数学内容。
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引用次数: 2
The Influence of Gamification Elements in Educational Environments 游戏化元素对教育环境的影响
Pub Date : 2023-05-19 DOI: 10.4018/ijgbl.323446
P. Luarn, Chiao-Chieh Chen, Yu-Ping Chiu
The use of gamification might offer a partial solution to the decline in students' motivation and engagement the school system is currently facing. Specifically, this study aimed to examine whether gamification elements (perceived collaboration, perceived competition, favorable feedback, unfavorable feedback, self-expression, sense of control) contribute to intrinsic learning motivation. A survey method was used to gather the information from students, and regression analysis was used to examine these results. The results indicated that perceived collaboration, perceived competition, favorable feedback, self-expression, and sense of control are key aspects that impact students' intrinsic motivation. Overall, the findings contribute to a better understanding of learning motivation for research theories and offer concrete suggestions for using gamification to improve teaching.
游戏化的使用可能会为学校系统目前面临的学生积极性和参与度下降提供部分解决方案。具体而言,本研究旨在考察游戏化元素(感知合作、感知竞争、有利反馈、不利反馈、自我表达、控制感)是否有助于内在学习动机。采用问卷调查的方法收集学生的信息,并使用回归分析来检验这些结果。结果表明,感知合作、感知竞争、良好反馈、自我表达和控制感是影响学生内在动机的关键因素。总体而言,研究结果有助于更好地理解研究理论的学习动机,并为利用游戏化改进教学提供具体建议。
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引用次数: 0
The Mystery of Pandora: A Serious Games Approach With 360-Degree Videos on Domestic Violence Against Women 潘多拉的奥秘:一个严肃的游戏方法与360度视频对妇女的家庭暴力
Pub Date : 2023-05-19 DOI: 10.4018/ijgbl.323447
Zildomar Carlos Felix, L. S. Machado, R. P. Vianna
Domestic violence against women has been a serious social and public health problem faced by contemporary society. This type of violence has grown in recent years, placing the woman not only as a victim of the aggressor but also of a sexist culture established over time. One of the ways to combat this problem is through prevention based on learning and awareness of its causes and damages. The use of 360-degree videos and immersive virtual reality (IVR) combined with serious games (SG) is a promising field of research in the educational field. They have the potential to provide more realistic and engaging environments, enhancing the engagement of their users, thus favoring more learning opportunities. This study presents The Mystery of Pandora, a SG that uses IVR and 360-degree videos to promote knowledge about domestic violence against women (DVAW). The game assessment results suggest a pedagogical potential for promoting knowledge DVAW. In addition, this work brings discussions about the benefits and techniques for the use of IVR and 360-degree videos in serious games.
针对妇女的家庭暴力是当代社会面临的一个严重的社会和公共卫生问题。近年来,这种类型的暴力有所增加,使妇女不仅成为侵略者的受害者,而且成为长期形成的性别歧视文化的受害者。解决这一问题的方法之一是在了解和认识其原因和损害的基础上进行预防。将360度视频和沉浸式虚拟现实(IVR)与严肃游戏(SG)相结合,是教育领域一个很有前途的研究领域。它们有可能提供更现实和更吸引人的环境,提高用户的参与度,从而有利于更多的学习机会。本研究介绍了潘多拉的奥秘,这是一个使用IVR和360度视频来宣传针对妇女的家庭暴力(DVAW)知识的SG。游戏评估结果表明,教学潜力促进知识DVAW。此外,这项工作还讨论了在严肃游戏中使用IVR和360度视频的好处和技术。
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引用次数: 0
A Historical Text-Based Game Designed to Develop Critical Thinking Skills 一款基于历史文本的游戏,旨在培养批判性思维技能
Pub Date : 2023-05-12 DOI: 10.4018/ijgbl.323138
Ivo de Vero, M. Barr
Designing an intervention that can effectively develop critical thinking skills is challenging because of the problems of transfer and domain specificity. The authors describe the design and development of a text-based game that could teach players important critical thinking skills in the domain of history. This was achieved by combining Schon's reflective practitioner model with game-based learning principles. The work contributes to the existing literature because the combination of the models employed allowed the game design to address the problem of transfer, as well as developing critical thinking skills. The instrument used to evaluate the effectiveness of the game was a questionnaire based on the reflective practitioner model. The gathered qualitative data were analysed through affinity diagramming. The results show that the game that was developed has the potential to encourage advanced levels of historical thought, as well as critical thinking skills.
由于迁移和领域特异性的问题,设计一种能够有效发展批判性思维技能的干预措施是具有挑战性的。作者描述了一款基于文本的游戏的设计和开发,这款游戏能够教会玩家在历史领域的重要批判性思维技能。这是通过将Schon的反思实践者模型与基于游戏的学习原则相结合而实现的。这项工作对现有文献有所贡献,因为所采用的模型组合使游戏设计能够解决迁移问题,以及培养批判性思维技能。用于评估游戏有效性的工具是基于反思性从业者模型的问卷调查。通过亲和图对收集到的定性数据进行分析。结果表明,开发的游戏具有鼓励高级历史思维和批判性思维技能的潜力。
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引用次数: 0
Defining Game-Mediated Second and Foreign Language Teaching and Learning: A Review 定义游戏中介的第二语言和外语教学:综述
Pub Date : 2023-05-12 DOI: 10.4018/ijgbl.323210
Yuchan Gao, Elisabeth R. Gee
The game-mediated second and foreign language (GML2) field investigates how games can be used in facilitating L2 teaching and learning. This review explores how researchers define and differentiate among GML2 practices. A total of 51 publications from 2010 to 2021 were analyzed, revealing that only 40% of the publications defined GML2 practices, with the majority focused on the use of educational games. A key recommendation is that scholars clearly define specific types of GML2 practices in their empirical and conceptual work to build a more coherent body of scholarship.
游戏介导的第二语言和外语(GML2)领域研究如何使用游戏来促进第二语言的教学。本综述探讨了研究人员如何定义和区分GML2实践。我们对2010年至2021年的51份出版物进行了分析,发现只有40%的出版物定义了GML2实践,其中大多数都集中在教育游戏的使用上。一个关键的建议是,学者们在他们的实证和概念性工作中明确定义GML2实践的具体类型,以建立一个更连贯的学术体系。
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引用次数: 0
Impact of Games on the Performance and Engagement of Employees of the IT Industry 游戏对IT行业员工绩效和敬业度的影响
Pub Date : 2023-05-12 DOI: 10.4018/ijgbl.323137
Shalini Wadhwa, Ramanan Balakrishnan
The present study analyzes the impact of video games on productivity at a workplace. A lot of organizations have introduced games during break times of employees. Indoor video game parlors have been created at company sites. Games are said to relieve stress and enthuse fun at the workplace resulting in a happy environment. The authors were interested in understanding employees' feelings after playing these games and their views about these games. They have targeted employees of multinational IT companies asking them in detail about these gaming sessions and their opinions about them. Findings from the data indicate that employees feel more competent and enthusiastic towards their work after playing these online games. These results will definitely help the organizations in developing a strategy for incorporating these games during break-time of employees and leveraging the benefits of games to enhance employee performance and engagement at work.
本研究分析了电子游戏对工作效率的影响。很多公司都在员工休息时间玩游戏。在公司的办公地点已经建立了室内视频游戏室。据说,游戏可以在工作场所缓解压力,激发乐趣,营造快乐的环境。作者感兴趣的是了解员工在玩这些游戏后的感受以及他们对这些游戏的看法。他们以跨国IT公司的员工为对象,详细询问他们的游戏体验和看法。数据显示,员工在玩完这些网络游戏后,对工作的能力和热情都有所提高。这些结果无疑将帮助组织制定策略,在员工休息时间整合这些游戏,并利用游戏的好处来提高员工的工作表现和敬业度。
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引用次数: 0
期刊
Int. J. Game Based Learn.
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