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Use of LEGO® SERIOUS PLAY® and Other Working Approaches in Youth in Hong Kong 香港青少年使用LEGO®SERIOUS PLAY®及其他工作方法
Pub Date : 2021-10-01 DOI: 10.4018/IJGBL.2021100101
H. Ling, Kenneth Ho-Him Tsang, Kenneth Sau-Yin Yu, V. Lee, Johnny Chung-Yee Wong, Winnie Ka-Ying Ng, Icy Sun, Ngan Avis
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引用次数: 0
Engaging Students Through Escape Games and a Play Environment During Recess 通过逃避游戏和休息时的游戏环境吸引学生
Pub Date : 2021-07-01 DOI: 10.4018/IJGBL.2021070101
T. Seifert, Y. Gez
The article describes projects that combined experiential learning and gamification with teachers and pupils in junior high school science classes. The pupils planned and designed projects and critiqued the quality of the final products. A field report study model was employed using principles from the world of play in order to better understand the production of a high-quality project. An “Octalysis” model was constructed to identify and analyze the factors that enhance human motivation, and principles for the creation of experiential learning and play. One of the significant characteristics that enabled the production of many varied products was the teachers' ability to find time and physical space in which to create the learning environments. Provision of experiential learning and play environments is demanding for the teacher, but rewarding since they involve pupils and deepen learning quality throughout the process. As a result of this experimentation and reflection, insights were gained concerning the creation of experiential learning and play environments.
这篇文章描述了在初中科学课上与教师和学生结合体验式学习和游戏化的项目。学生们计划和设计项目,并对最终产品的质量提出批评。为了更好地理解高质量项目的生产,采用了一种使用游戏世界原则的实地报告研究模型。我们构建了一个“八度分析”模型来识别和分析增强人类动机的因素,以及创造体验式学习和游戏的原则。能够生产各种产品的一个重要特征是教师能够找到时间和物理空间来创造学习环境。提供体验式学习和游戏环境是对教师的要求,但也是有益的,因为它们让学生参与进来,并在整个过程中加深学习质量。作为实验和反思的结果,我们获得了关于创造体验式学习和游戏环境的见解。
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引用次数: 1
Can ESA Method Through Quizizz Games Enhance Vocabulary Knowledge? 通过小测验游戏的ESA方法能提高词汇知识吗?
Pub Date : 2021-07-01 DOI: 10.4018/IJGBL.2021070102
C. V. Katemba, Grace V. Sinuhaji
The teaching of vocabulary is essential in the world of teaching English as a foreign language (EFL). EFL learners have problems in learning vocabulary. To attract the students' attention, the teachers should have adequate teaching methods. One of the teachers' efforts to engage the students is by applying ESA (engage, study, and activate) through Quizizz to find out the enhancement of students' vocabulary knowledge. The study was done in a public junior high school. This was a quantitative research with a sample of 65-students. The students were divided into two groups as experimental and control group. The result of this study showed that both groups have enhanced their vocabulary knowledge. Also, there is a significant difference between the experimental and the control group. Student responses through the questionnaire show they like the learning model. Therefore, it can be concluded that ESA through Quizizz games are effective methods for teaching vocabulary, and also the use of Quizizz can be done at all academic levels from the primary to the tertiary level. The students enjoy and are excited to learn through this model.
词汇教学在对外英语教学中是必不可少的。英语学习者在词汇学习方面存在问题。为了吸引学生的注意力,教师应该有适当的教学方法。通过Quizizz应用ESA (engage, study, and activate)来发现学生词汇知识的增强,是教师吸引学生的努力之一。这项研究是在一所公立初中进行的。这是一项有65名学生参与的定量研究。将学生分为实验组和对照组。本研究结果表明,两组学生的词汇知识都有所提高。此外,实验组和对照组之间也存在显著差异。学生通过问卷的反应表明他们喜欢这种学习模式。因此,可以得出结论,通过Quizizz游戏进行ESA是有效的词汇教学方法,并且从小学到大学的各个学术水平都可以使用Quizizz。学生们喜欢并兴奋地通过这种模式学习。
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引用次数: 14
Effect of Teams-Games Tournament (TGT) Strategy on Mathematics Achievement and Class Motivation of Grade 8 Students 团队游戏比赛策略对八年级学生数学成绩和课堂动机的影响
Pub Date : 2021-07-01 DOI: 10.4018/IJGBL.2021070104
Andie Tangonan Capinding
The study focused on the effect of teams-games-tournament (TGT) on mathematics performance, behavioral engagement, cognitive engagement, and motivation to learn mathematics of Grade 8 students. Experimental and descriptive methods of research were utilized. Findings revealed that there was no significant difference in the pre-test results of the experimental and control group with the t-test p-value of 0.975086. After the intervention, data showed significant difference in the post-test results of the experimental and control group with the t-test p-value of 0.04609. It means that after the implementation of teams-games-tournament strategy, experimental group excelled. TGT strategy effectively enriched the performance of the students in mathematics. Furthermore, experimental group was more behaviourally and cognitively engaged and motivated to learn mathematics than the control group.
本研究主要研究团队游戏比赛(TGT)对八年级学生数学成绩、行为投入、认知投入和学习数学动机的影响。采用实验和描述性研究方法。结果显示,实验组与对照组的前测结果无显著差异,t检验p值为0.975086。干预后,数据显示实验组与对照组后验结果差异有统计学意义,t检验p值为0.04609。说明在实施团队-比赛-比赛策略后,实验组表现优异。TGT策略有效地丰富了学生的数学成绩。此外,实验组在行为和认知上比对照组更积极地参与和学习数学。
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引用次数: 2
Effectiveness of Type of Feedback and Frequency on Digital Game-Based L2 Vocabulary Acquisition 反馈类型和频率对基于数字游戏的二语词汇习得的有效性
Pub Date : 2021-07-01 DOI: 10.4018/IJGBL.2021070103
J. R. Calvo-Ferrer
The frequency of word exposure in teaching materials, along with corrective feedback, has often been identified as a powerful variable in the learning of vocabulary in a foreign language. The effect of the number of times an action is presented as accurate in digital game-based language learning scenarios (i.e., knowledge of correct response [KCR] feedback) however remains under-investigated. This study aims to analyse the learning of L2 mobile operating system terminology by a group of students of English as a foreign language by using the data collected by the video game The Conference Interpreter in order to identify the predictive strength of term frequency (times a term is shown), KCR feedback (times a correct answer is provided), and corrective feedback (times a term is shown as incorrect) regarding short and long-term L2 vocabulary learning. The regression analysis performed showed that the factor ‘KCR feedback' may be a positive predictor of short-term vocabulary learning, whereas the other factors seemed to have no statistical effect at any significant level.
词汇在教学材料中出现的频率,以及纠正反馈,经常被认为是外语词汇学习的一个强有力的变量。然而,在基于数字游戏的语言学习场景中,动作次数的影响(即正确反应[KCR]反馈的知识)仍未得到充分研究。本研究旨在利用视频游戏the Conference Interpreter收集的数据,分析一组英语作为外语的学生对第二语言移动操作系统术语的学习情况,以确定术语频率(一个术语显示的次数)、KCR反馈(提供正确答案的次数)和纠正反馈(一个术语显示为不正确的次数)对短期和长期第二语言词汇学习的预测强度。回归分析表明,“KCR反馈”因素可能是短期词汇学习的积极预测因子,而其他因素似乎没有显著的统计学影响。
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引用次数: 5
Using a Story-Driven Board Game to Engage Students and Adults With Cultural Heritage 用一个故事驱动的棋盘游戏来吸引学生和成年人的文化遗产
Pub Date : 2021-04-01 DOI: 10.4018/IJGBL.2021040101
I. Malegiannaki, T. Daradoumis, S. Retalis
Serious games are used in the field of cultural heritage as a means to transmit cultural knowledge and enable an experiential contact with cultural content. The authors' aim is to investigate whether a game design exploiting the less used combination of complex storytelling, endogenous cooperation, and competition has the potential to sufficiently convey cultural content. More specifically, through four game interventions, it was investigated how a story-driven board game functions with teenage and adult users alike. A mixed research methodology was followed in all game sessions and data were collected through observation, semi-structured group interviews, and short questionnaires. Findings confirmed the playability of the suggested design and the potential to amuse players while providing learning gains and engagement with cultural content. Nevertheless, further evaluation in formal and non-formal educational settings is essential to validate our conclusions.
在文化遗产领域,严肃游戏是一种传播文化知识和体验文化内容的手段。作者的目的是调查一款游戏设计是否能够充分地传达文化内容,并将复杂的故事叙述、内生合作和竞争结合在一起。更具体地说,通过四种游戏干预,研究人员调查了故事驱动的桌面游戏如何在青少年和成人用户中发挥作用。我们在所有游戏过程中都采用了混合研究方法,并通过观察、半结构化小组访谈和简短问卷收集数据。调查结果证实了建议设计的可玩性,以及在提供学习收益和文化内容的同时取悦玩家的潜力。然而,为了验证我们的结论,在正规和非正规教育环境中进行进一步的评估是必不可少的。
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引用次数: 0
Learner Modeling in Educational Games Based on Fuzzy Logic and Gameplay Data 基于模糊逻辑和游戏数据的教育游戏学习者建模
Pub Date : 2021-04-01 DOI: 10.4018/IJGBL.2021040103
N. Hamdaoui, Mohammed Khalidi, S. Bennani
Over the last years there has been a growing interest in the use of educational games as learning tools. Educational games have proven to contribute in enhancing student motivation, increasing their engagement and providing them with personalized and adaptive learning. Learner modeling is a prerequisite when it comes to adaptive learning; it is used to represent student's knowledge, needs, and characteristics. This paper presents a modeling technique based on fuzzy logic that uses gameplay data and expert rules to predict learners preferred learning and playing styles. To test the fuzzy rule-based systems, the educational game Woodland was designed bearing in mind the VARK learning styles and the Bartle playing styles. High school students played the educational game Woodland and the results of the FRBSs were compared with the result of the questionnaires. A great correlation was found between the FRBSs results and the questionnaire results.
在过去的几年里,人们对使用教育游戏作为学习工具的兴趣越来越浓厚。事实证明,教育游戏有助于提高学生的积极性,增加他们的参与度,并为他们提供个性化和适应性的学习。学习者建模是适应性学习的先决条件;它用来代表学生的知识、需求和特点。本文提出了一种基于模糊逻辑的建模技术,该技术使用游戏玩法数据和专家规则来预测学习者偏好的学习和游戏风格。为了测试基于模糊规则的系统,我们设计了基于VARK学习风格和Bartle游戏风格的教育游戏Woodland。高中生玩教育游戏林地,并将FRBSs的结果与问卷的结果进行比较。FRBSs结果与问卷调查结果有很大的相关性。
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引用次数: 3
Developing a Gameful Approach as a Tool for Innovation and Teaching Quality in Higher Education 开发游戏方法作为高等教育创新和教学质量的工具
Pub Date : 2021-01-01 DOI: 10.4018/ijgbl.2021010104
A. Sendra, Natàlia Lozano-Monterrubio, Jordi Prades-Tena, Juan Luis Gonzalo-Iglesia
This paper introduces the results of applying a gameful approach based on six playful activities as a tool to improve the learning process in higher education. A total of 850 students from different courses of Universitat Rovira i Virgili (Spain) were involved in the study. The strategy was evaluated through a participant observation (active and passive) and mixed-methods surveys answered by the students. Results point out that most participants responded positively to the activities proposed. The reported levels of motivation and engagement also indicate the capabilities of this strategy as a method to enhance the learning experience of students. Despite these positive outcomes, challenges like the impact on working practices of teachers or the long-term engagement of gameful approaches requires additional research.
本文介绍了应用基于六种游戏活动的游戏方法作为改进高等教育学习过程的工具的结果。共有850名来自西班牙罗维拉大学(Universitat Rovira i Virgili)不同课程的学生参与了研究。通过参与者观察(主动和被动)和学生回答的混合方法调查来评估该策略。结果表明,大多数参与者对所提出的活动反应积极。报告的动机和参与水平也表明了这种策略作为一种增强学生学习体验的方法的能力。尽管取得了这些积极成果,但诸如对教师工作实践的影响或游戏方法的长期参与等挑战需要进一步研究。
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引用次数: 1
The Potential of Rich Digital Game-Based Learning Environments to Promote Low-Achieving Students' Participation in Mathematics 丰富的数字游戏学习环境促进低能学生参与数学学习的潜力
Pub Date : 2020-10-01 DOI: 10.4018/IJGBL.2020100103
Orit Broza, Y. Kolikant
This study focuses on the interactions between students, their peers, their teacher, and digital game-based multiple supports provided by a rich learning environment designed in order to promote meaningful mathematics among low-achieving students. Attempting to identify which aspects of the setting facilitated meaningful learning and which were ineffectual or even detrimental to it, the authors traced the knowledge building processes of 11 fifth grade LAS over eight weeks in which they studied subtraction of decimal numbers. Pre- and post-program data were also collected through diagnostic interviews. Microanalysis of lesson transcripts, videotaped computer activities, and individual worksheets revealed differences in tool-use and in interactions among supports, which led to different learning results. The results suggest that digital game-based learning environments may be a key to promote meaningful learning in terms of mathematical strategy building. At the same time, it highlights the complexity of each tool in the environment as well as interactions among tools.
本研究的重点是学生、他们的同伴、他们的老师之间的互动,以及由丰富的学习环境提供的基于数字游戏的多重支持,旨在促进低年级学生的有意义的数学。为了确定环境的哪些方面促进了有意义的学习,哪些方面是无效的,甚至是有害的,作者追踪了11名五年级学生在八周内学习十进制减法的知识构建过程。通过诊断性访谈也收集了项目前后的数据。对课堂记录、电脑活动录像和个人工作表的微观分析揭示了工具使用和支持之间互动的差异,这导致了不同的学习结果。结果表明,基于数字游戏的学习环境可能是促进数学策略构建方面有意义学习的关键。同时,它突出了环境中每个工具的复杂性以及工具之间的相互作用。
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引用次数: 2
Using Epistemic Game Development to Teach Software Development Skills 使用认知游戏开发来教授软件开发技能
Pub Date : 2020-10-01 DOI: 10.4018/IJGBL.2020100101
C. Gatzoulis, A. Andreou, Panagiotis Zaharias, Y. Chrysanthou
This paper presents a pilot study on the evaluation of instruments for data gathering for an epistemic game development competition for high school students. The initial results show that a significant percentage of the students who participated in the competition appear to exhibit a skillset of professional attitude, software-related knowledge, and employability traits, and this skillset may be attributed to the intervention. The data was validated through a two-method triangulation technique that utilized expert evaluation and participant interviews. The data analysis shows early indicators of the desired learning outcomes, although a more thorough methodology is needed to verify this. Furthermore, the competition acts as an awareness campaign that promotes computer science studies through a gamification process. It is proposed that competitions of this type are held and evaluated on an annual basis to maximize the benefits and to further prepare students to acquire early in their studies a skillset that will make them the innovators of the future society.
本文提出了一项关于高中生认知游戏开发竞赛中数据收集工具评估的初步研究。初步结果显示,参加比赛的学生中有相当大比例的人表现出专业态度、软件相关知识和就业能力特征的技能组合,而这种技能组合可能归因于干预。数据通过利用专家评估和参与者访谈的两种方法三角测量技术进行验证。数据分析显示了预期学习成果的早期指标,尽管需要更彻底的方法来验证这一点。此外,该比赛还通过游戏化过程促进计算机科学研究的认识活动。建议每年举办和评估这种类型的竞赛,以最大限度地提高收益,并进一步为学生在学习初期获得技能做好准备,使他们成为未来社会的创新者。
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引用次数: 0
期刊
Int. J. Game Based Learn.
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