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Gamification in English as Second Language Learning in Secondary Education Aged Between 11-18: A Systematic Review Between 2013-2020 11-18岁中学英语作为第二语言学习中的游戏化:2013-2020年的系统回顾
Pub Date : 2022-01-01 DOI: 10.4018/ijgbl.294010
Gamze Kaya, Hatice Cilsalar Sagnak
Since gamification has strengthened its place in education over the years, it is frequently preferred in English as a Second Language Learning. This study aims to investigate the literature on the effects of gamification on students’ English learning as a second language and the tendency of students to use games to learn English as a second language. This review contains a systematic review of published articles about gamification in English as a Second Language Learning for learners aged between 11-18 from 2013 to 2020. The study was designed according to the specifications of the PRISMA 2009 Checklist. A combination of words related to gamification, game-based learning, English as a Second Language, and secondary school was included as a search strategy. After selection, ten research articles written in English were reviewed. Their results indicated that the games enhance the fun, raise students’ motivation, and boost their participation while helping their autonomous learning. This review includes suggestions to support planning game-based English lessons.
由于多年来游戏化在教育中的地位得到了加强,它在英语作为第二语言学习中经常被首选。本研究旨在探讨游戏化对学生英语作为第二语言学习的影响,以及学生使用游戏学习英语作为第二语言的倾向。本综述系统回顾了2013年至2020年11-18岁学习者在英语作为第二语言学习中的游戏化相关文章。本研究按照PRISMA 2009检查表的规范进行设计。搜索策略包括与游戏化、基于游戏的学习、英语作为第二语言和中学相关的单词组合。经过筛选,我们对10篇用英文写的研究论文进行了回顾。结果表明,游戏增加了学生的学习乐趣,提高了学生的学习动机,提高了学生的参与度,同时也有助于学生的自主学习。这篇综述包括一些建议,以支持计划基于游戏的英语课程。
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引用次数: 2
Tertiary Student Experiences With Digital Language Games for Enhancing the English Language 大专学生体验数码语言游戏提高英语水平
Pub Date : 2022-01-01 DOI: 10.4018/ijgbl.287826
Ee Wen Teh, Gengeswari Krishnapillai, L. Chan
Recently, digital games are used as a form of new media with massive potential for learning the English Language. To understand the typology of user experiences with digital games, the Presence-Involvement-Flow Framework (PIFF) was utilized. A series of semi-structured interviews were conducted with ten tertiary students in Northern Malaysia. Participants were asked to download and familiarize five digital language games (Duolingo, Memrise, Word Connect, Word Domination and Word Tower Puzzles) before the interviews. Thematic analysis technique was used to analyze the responses. The study’s thematic network comprises four global themes (Game Structure, Feelings, Skills Gained and Prerequisites) and seven organizing themes (Instruction, Game Design, Positive Emotional Outcome, Negative Emotional Outcome, Soft Skills, Technical Skills and Skills Required). The result is expected to be a good guideline or research framework for practitioners and researchers in exploring further the concept of user experience with English language digital games.
最近,数字游戏被用作一种具有学习英语巨大潜力的新媒体形式。为了理解数字游戏的用户体验类型,我们使用了在场-参与-流框架(PIFF)。对马来西亚北部的10名大学生进行了一系列半结构化访谈。参与者被要求在采访前下载并熟悉五款数字语言游戏(Duolingo、Memrise、Word Connect、Word Domination和Word Tower Puzzles)。采用主题分析技术对调查结果进行分析。该研究的主题网络包括四个全球主题(游戏结构、感受、获得的技能和先决条件)和七个组织主题(教学、游戏设计、积极情绪结果、消极情绪结果、软技能、技术技能和所需技能)。研究结果有望为从业者和研究人员进一步探索英语数字游戏的用户体验概念提供良好的指导或研究框架。
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引用次数: 0
Key Characteristics of Digital Educational Games for Students With Intellectual Disabilities 针对智障学生的数字教育游戏的主要特征
Pub Date : 2022-01-01 DOI: 10.4018/ijgbl.313637
K. Stancin, N. Hoić-Božić, S. Mihić
An individual approach to learning is very important for students with disabilities. Teaching based on games enables certain educational content to be introduced to students in a suitable and understandable way. The aim of this paper is to identify important characteristics digital educational games should have to be playable by students with intellectual disabilities. The key characteristics will facilitate special education teachers' selection of digital educational games that their students can play which will enhance the teaching process and enable students with intellectual disabilities to acquire academic and socio-emotional skills necessary to function in everyday life. The research was conducted in two phases. The first phase included a review of the literature that identified 13 characteristics. The second phase of the research was a survey with special education teachers that provided leveling for eight characteristics and defined nine additional characteristics without leveling by which one can assess whether a game can be played by a student with intellectual disabilities.
对残疾学生来说,个性化的学习方法非常重要。基于游戏的教学可以将某些教育内容以合适和易懂的方式介绍给学生。本文的目的是确定数字教育游戏应该具备的重要特征,让有智力障碍的学生也能玩。这些关键特征将有助于特殊教育教师选择他们的学生可以玩的数字教育游戏,这将提高教学过程,并使智障学生获得在日常生活中所必需的学术和社会情感技能。研究分两个阶段进行。第一阶段包括对文献的回顾,确定了13个特征。研究的第二阶段是对特殊教育教师的调查,为8个特征提供了水平,并定义了9个额外的特征,通过这些特征可以评估智力残疾学生是否可以玩游戏。
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引用次数: 0
Serious Games and Growth Mindsets: An Experimental Investigation of a Serious Gaming Intervention 严肃游戏与成长心态:严肃游戏干预的实验研究
Pub Date : 2022-01-01 DOI: 10.4018/ijgbl.308787
E. A. Adame, Karlee A. Posteher, Alaina M. Hansom, Scott N. Wilson, Francisco J. E. Cecena, William Thompson, Ryan Ralston, D. M. Thomas
This study applies implicit person theory (IPT) to serious gaming. IPT scholars argue that individuals hold one of two views regarding perceptions of ability: growth mindset (abilities are malleable) or fixed mindset (abilities are unchanging). Extant literature demonstrates the many educational benefits afforded to learners who hold a growth mindset. As such, a serious training game was designed to move players' beliefs about their abilities toward growth. To test the efficacy of the serious game on shifting mindsets, researchers ran an experiment in which college freshmen (N = 95) either played the game or participated in mindset activities other than a game. Results demonstrate that students who played the game reported higher levels of growth mindset immediately following and six weeks after playing the game than students who did not play the game. Suggestions for game development for the purpose of fostering a growth mindset are discussed.
本研究将内隐人理论(IPT)应用于严肃游戏。IPT学者认为,个人对能力的看法有两种:成长心态(能力是可塑的)或固定心态(能力是不变的)。现存的文献表明,拥有成长型思维的学习者在教育上有很多好处。因此,设计一款严肃的训练游戏是为了让玩家对自己的能力产生信心。为了测试严肃游戏对转变心态的效果,研究人员进行了一项实验,让大学新生(N = 95)要么玩游戏,要么参加除游戏外的心态活动。结果表明,与没有玩游戏的学生相比,玩游戏的学生在玩游戏后和玩游戏六周后的成长心态水平更高。本文还讨论了关于培养成长型思维模式的游戏开发建议。
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引用次数: 0
Playfixing Broken Games: A Design-Oriented Activity for Engaging in Designerly Ways of Thinking 修复破损游戏:设计师思维方式的设计导向活动
Pub Date : 2022-01-01 DOI: 10.4018/ijgbl.309127
Luis E. Pérez-Cortés, Yuchan Gao, T. Kessner, Jeremy Bernier, Elisabeth R. Gee
Designing games from the ground up is a popular activity for helping students think in designerly ways. Despite their benefits, such game design activities may place higher-than-anticipated demands on cognitive and institutional resources. In an effort to alleviate these demands, this study explored how playing and fixing partially completed games may elicit engagement with designerly thinking. This paper reports on the results of examining participants' talk during a playfixing activity in which, rather than designing wholesale, participants mended incomplete or “broken” tabletop games. Results suggest participants focused on problem identification, demonstrated quick and sustained engagement with thinking like designers, and drew from designerly modes non-linearly. These results illustrate that broken games may hold potential as accessible alternatives for helping learners think in designerly ways.
从头开始设计游戏是帮助学生以设计师的方式思考的一种流行活动。尽管有这些好处,但这些游戏设计活动可能会对认知和制度资源提出高于预期的要求。为了缓解这些需求,本研究探讨了玩和修复部分完成的游戏如何引发设计师思维的参与。本文报告了在游戏修复活动中参与者谈话的结果,在该活动中,参与者修复不完整或“损坏”的桌面游戏,而不是设计批发。结果表明,参与者专注于问题识别,表现出像设计师一样快速和持续地参与思考,并非线性地从设计师模式中汲取灵感。这些结果表明,破碎的游戏可能是帮助学习者以设计师的方式思考的可行选择。
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引用次数: 0
Gamification of Computer Programming Tasks to Promote the Growth Mind-Set in a Disadvantaged School 计算机编程任务的游戏化促进弱势学校的成长心态
Pub Date : 2022-01-01 DOI: 10.4018/ijgbl.287827
G. Gorman, Nigel McKelvey, Thomas C. Dowling
This paper describes a growth mind-set intervention with Junior Cycle Coding students in a disadvantaged school in Ireland. This intervention builds on the work of O’Rourke et al. (2016) and applies findings to a computer programming setting where gamification is used to incentivise growth mind-set behaviour in students learning to code. Data revealed a large drop in the perseverance of effort with the control group while learning computer programming. Significantly, the intervention shielded the focus group from experiencing the same drop while learning to code. This research found an increase in the growth mind-set behaviour as the intervention progressed. Additionally, the study revealed that some game elements were effective at incentivising growth mind-set behaviour like perseverance, while others were less successful. These findings are important for educators to consider when they find their Coding students showing a helpless response to challenge as this research sets out a clear path to successfully incentivise persistence and changing strategy in the face of challenge.
本文描述了爱尔兰一所弱势学校的初级周期编码学生的成长思维模式干预。这种干预建立在O 'Rourke等人(2016)的工作基础上,并将研究结果应用于计算机编程设置,其中游戏化用于激励学生学习编程的成长性思维模式行为。数据显示,在学习计算机编程时,控制组的毅力大大下降。值得注意的是,干预措施使焦点小组在学习编程时不会经历同样的下降。这项研究发现,随着干预的进行,成长型思维模式行为有所增加。此外,该研究还揭示了一些游戏元素能够有效地激励成长型思维模式行为,如毅力,而其他元素则不那么成功。当教育工作者发现他们的编程学生对挑战表现出无助的反应时,这些发现对他们来说很重要,因为这项研究为成功激励学生在面对挑战时坚持不懈和改变策略提供了一条清晰的途径。
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引用次数: 0
The Gap Between Korean Esports and Educational Gaming 韩国电子竞技与教育游戏的差距
Pub Date : 2022-01-01 DOI: 10.4018/ijgbl.287828
Marc C. DeArmond, Brett E. Shelton, Y. Hsu
While some research suggests South Korea has fallen behind other developed nations with regard to publishing and using serious games in the classroom, Korean interest in video games remains extremely high. Due to a number of cultural, social, and technological factors, esports was primed to become a significant force in Korean culture and received significant support from the Ministry of Culture. The Korean Ministry of Education, meanwhile, is resistant to adopting educational games as a part of its accepted pedagogy. This resistance has created a significant gap between the interest in video games as a learning tool and that of video games as an industry and career path in Korea. While a number of factors play a role in the languishing serious games market, based on evidence analyzed through educational gaming literature it is unlikely educational gaming will be able to significantly advance without the support of the primary governing body controlling educational policy.
虽然一些研究表明,韩国在课堂上发布和使用严肃游戏方面落后于其他发达国家,但韩国人对电子游戏的兴趣仍然非常高。由于一系列文化、社会和技术因素,电子竞技已经成为韩国文化中的一支重要力量,并得到了文化部的大力支持。与此同时,韩国教育部反对将教育游戏作为其公认的教学方法的一部分。这种抵制造成了韩国人对电子游戏作为学习工具的兴趣与对电子游戏作为一种产业和职业道路的兴趣之间的巨大差距。虽然有许多因素导致了严肃游戏市场的衰落,但根据教育游戏文献分析的证据,如果没有控制教育政策的主要管理机构的支持,教育游戏不太可能取得显著进展。
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引用次数: 3
Emotional Agents in Educational Game Design: Heroes of Math Island 教育游戏设计中的情感代理:《数学岛英雄
Pub Date : 2021-10-01 DOI: 10.4018/IJGBL.2021100104
Mirela Gutica, S. Petrina
Evaluating the subjective playing experience and engagement in learning is important in the design of advanced learning technologies (ALTs) that respond to the learners’ cognitive and emotional states. This article addresses students’ attitudes toward an educational game, Heroes of Math Island, and their responses to the emotional agent, an animated monkey. Fifteen students (seven boys and eight girls) from grades six and seven participated in this quasi-experimental study (pretest, intervention, post-test, followed by post-questionnaire and interview). This research presents a detailed analysis of students’ subjective reactions with respect to Heroes of Math Island and to the underlying mathematics content, their learning gains and emotions triggered during gameplay, and design issues resulting from the evaluation of the game and of its emotional agent. The findings from this study inform how ALTs and educational games can be designed in order to be effective and provide emotional engagement, enjoyment, and learning.
评估学习中的主观游戏体验和参与程度对于设计能够响应学习者认知和情绪状态的高级学习技术(ALTs)非常重要。本文探讨了学生对教育类游戏《数学岛英雄》的态度,以及他们对动画猴子这一情感代理的反应。15名六年级和七年级学生(男生7名,女生8名)参加了本次准实验研究(前测、干预、后测、问卷后和访谈)。本研究详细分析了学生对《数学岛英雄》及其潜在数学内容的主观反应、他们在游戏过程中获得的学习成果和引发的情感,以及对游戏及其情感代理的评估所产生的设计问题。这项研究的结果告诉我们,如何设计alt和教育游戏,才能有效地提供情感参与、享受和学习。
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引用次数: 3
Escape Rooms as a Collaborative Problem-Solving Environment 逃生室作为协作解决问题的环境
Pub Date : 2021-10-01 DOI: 10.4018/IJGBL.2021100103
I. Papadopoulos, Eirini Tenta
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引用次数: 0
Minecraft in Education Benefits Learning and Social Engagement 《我的世界》教育版有利于学习和社会参与
Pub Date : 2021-10-01 DOI: 10.4018/IJGBL.2021100102
Omar A. Alawajee, J. Delafield-Butt
Empiricalevidencesuggestsgame-basedlearning(GBL)asapotentiallyengagingformofcontemporarylearning.WiththeincreaseintheuseofMinecraft,asandboxcomputergameinopen-worldformat,therehasbeenaconcurrentriseinthelevelofinterestininvestigatingtheroleofMinecraftinsocialandacademiclearning.Minecraftissociallyinteractive,anditscooperative,ratherthancompetitive,open-worldgameplaysuggeststhatitcouldbeusedforeducationalpurposes.Thispaperpresentsasystematicreviewofallpublishedpeer-reviewedresearchandsynthesisestheevidenceforandagainstMinecraft’suseineducationtobetterunderstandtheapplicabilityofMinecraftineducationalandpsychologicalinterventions.Forty-twopaperswereidentified.TheserevealedMinecrafttobebeneficialintermsofincreasedmotivation,languagedevelopment,andacademiclearninginsubjectssuchasscienceandhistory.Minecraftplayalsosupportedthedevelopmentofsocialskills,includingcommunication,sharing,collaboration,andleadership.Concernsaboutage-appropriateness,safety,technologyuse,andlearninggeneralisationwereraised,butonbalance,theevidencefavoursaninformedandguidedemploymentofMinecraftforimprovedopportunitiesforlearningandengagementineducation.
Empiricalevidencesuggestsgame-basedlearning(GBL)asapotentiallyengagingformofcontemporarylearning.WiththeincreaseintheuseofMinecraft、asandboxcomputergameinopen-worldformat、therehasbeenaconcurrentriseinthelevelofinterestininvestigatingtheroleofMinecraftinsocialandacademiclearning.Minecraftissociallyinteractive、anditscooperative、ratherthancompetitive、open-worldgameplaysuggeststhatitcouldbeusedforeducationalpurposes.Thispaperpresentsasystematicreviewofallpublishedpeer-reviewedresearchandsynthesisestheevidenceforandagainstMinecraft 'suseineducationtobetterunderstandtheapplicabilityofMinecraftineducationalandpsychologicalinterventions.Forty-twopaperswereidentified.TheserevealedMinecrafttobebeneficialintermsofincreasedmotivation,languagedevelopment,andacademiclearninginsubjectssuchasscienceandhistory.Minecraftplayalsosupportedthedevelopmentofsocialskills,等沟通,共享,协作,,领导。担心age-appropriateness,安全,使用的技术,学习,概括提出,但平衡,证据支持一个,引导就业通知的Minecraft改善机会学习,教育。
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引用次数: 8
期刊
Int. J. Game Based Learn.
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