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Cognitive Modeling of Learning Using Big Data From a Science-Based Game Development Environment 基于科学的游戏开发环境中使用大数据的学习认知建模
Pub Date : 2020-10-01 DOI: 10.4018/IJGBL.2020100102
Leonard A. Annetta, Richard L. Lamb, Denise M. Bressler, David B. Vallett
The purpose of this study was to identify the underlying cognitive attributes used during the design and development of science-based serious educational games. Study methods rely on a modification of cognitive diagnostics, item response theory, and Bayesian estimation with traditional statistical techniques such as factor analysis and model fit analysis to examine the data and model structure. A computational model of the cognitive processing using an artificial neural network (ANN) allowed for examination of underlying mechanisms of cognition from a server-side data set and a 21st century skills assessment. ANN results indicate that the model correctly predicts successful completion of science-based serious educational game (SEG) design tasks related to 21st century skills 86% of the time and correctly predicts failure to complete SEG design tasks related to 21st century skills 78% of the time. The model also reveals the relative importance of each particular cognitive attribute within the 21st century skills framework.
本研究的目的是确定科学严肃教育游戏设计和开发过程中使用的潜在认知属性。研究方法依靠对认知诊断、项目反应理论和贝叶斯估计的修正,结合传统的统计技术,如因子分析和模型拟合分析,来检验数据和模型结构。使用人工神经网络(ANN)的认知处理计算模型允许从服务器端数据集和21世纪技能评估中检查认知的潜在机制。人工神经网络的结果表明,该模型正确预测成功完成与21世纪技能相关的科学严肃教育游戏(SEG)设计任务的概率为86%,正确预测失败完成与21世纪技能相关的SEG设计任务的概率为78%。该模型还揭示了每个特定认知属性在21世纪技能框架中的相对重要性。
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引用次数: 0
FoodCalorie: A Mobile Game to Learn Daily Calorie Intake Standard FoodCalorie:一款学习每日卡路里摄入标准的手机游戏
Pub Date : 2020-09-12 DOI: 10.4018/IJGBL.2021040104
Anik Das, Sumaiya Amin, M. A. Kabir, Md. Sabir Hossain, Mohammad Mainul Islam
Mobile games can contribute to learning at greater success. In this paper, the authors have developed and evaluated a novel educational game, named FoodCalorie, to learn food calorie intake standard. The game is aimed to learn calorie values of various traditional foods of Bangladesh and the calorie intake standard that varies with age and gender. They are the first in this field to perform an empirical study on women in Bangladesh to see how game-based learning can contribute to learn food calories. They further analyze and report the impact of participants' age, professions, and smartphone proficiency levels on their learning experience and progression. The study also conforms the finding of existing studies that game-based learning can enhance the learning experience.
手机游戏能够帮助你获得更大的成功。在本文中,作者开发并评估了一种新的教育游戏,名为FoodCalorie,以学习食物热量摄入标准。该游戏旨在了解孟加拉国各种传统食物的卡路里值,以及不同年龄和性别的卡路里摄入标准。他们是该领域第一个对孟加拉国妇女进行实证研究的人,以了解基于游戏的学习如何有助于学习食物卡路里。他们进一步分析和报告参与者的年龄、职业和智能手机熟练程度对他们的学习经历和进步的影响。本研究也符合已有研究的发现,即基于游戏的学习可以增强学习体验。
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引用次数: 0
Barriers to the Use of Games-Based Learning in Pre-School Settings 在学前环境中使用基于游戏的学习的障碍
Pub Date : 2020-07-01 DOI: 10.4018/ijgbl.2020070103
Dionysios Manesis
The main aim of this research is to investigate how teachers perceive the barriers that limit the adoption and implementation of games-based learning in early childhood education on Cyprus. Teachers are working in public and private pre-schools. A 19-item questionnaire was administered to 148 early childhood teachers in Cyprus (78 public pre-school teachers and 70 private pre-school teachers). Factor analysis reveals three types of barriers to the use of games-based learning in early childhood classroom: lack of confidence, lack of support, and lack of equipment. The higher the teachers' self-efficacy in using digital games is, the lower the level of teachers' perception regarding the barrier lack of confidence becomes. Teachers with no frequent use of computer and digital games in the classroom perceive lack of confidence as a major barrier. Public pre-schools teachers have significantly more positive attitudes toward the usefulness of GBL than private pre-schools teachers.
本研究的主要目的是调查教师如何看待塞浦路斯早期儿童教育中限制采用和实施基于游戏的学习的障碍。教师在公立和私立幼儿园工作。对塞浦路斯148名幼儿教师(78名公立学前教师和70名私立学前教师)进行了一份19项问卷调查。因素分析揭示了在幼儿课堂中使用基于游戏的学习的三种障碍:缺乏信心,缺乏支持和缺乏设备。教师使用数字游戏的自我效能感越高,教师对障碍缺乏信心的感知水平越低。在课堂上不经常使用电脑和数字游戏的教师认为缺乏自信是一个主要障碍。公立幼儿园教师对GBL有用性的态度显著高于私立幼儿园教师。
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引用次数: 2
A Systematic Review of Digital Games in Second Language Learning Studies 数字游戏在第二语言学习研究中的系统回顾
Pub Date : 2020-07-01 DOI: 10.4018/ijgbl.2020070101
Frederick J. Poole, Jody Clarke
This systematic review presents a definition for digital games within the second/foreign language (L2) learning research field. This definition is used to identify games used in research in the last five years (2012-2017). Forty-nine studies were identified and then summarized by type of research, game genre employed, age, and size of sample populations, and focus of research (vocabulary acquisition, student perspectives, etc.). Next, the research is synthesized by the L2 aspects investigated in each study. Finally, in the discussion section the L2 gaming research field is evaluated and suggestions for future endeavors are provided.
本文对数字游戏在第二语言/外语学习研究领域的定义进行了系统回顾。这一定义用于识别过去5年(2012-2017)研究中使用的游戏。根据研究类型、所使用的游戏类型、年龄、样本人口规模以及研究重点(词汇习得、学生视角等),我们确定并总结了49项研究。接下来,通过各研究中调查的第二语言方面对研究进行综合。最后,在讨论部分,对第二语言游戏研究领域进行了评估,并对未来的努力提出了建议。
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引用次数: 16
Game On!: Investigating Digital Game-Based Versus Gamified Learning in Higher Education 游戏吧!调查高等教育中基于数字游戏的学习与游戏化的学习
Pub Date : 2020-07-01 DOI: 10.4018/ijgbl.2020070102
Papia Bawa
Today, there is growing interest in digital game-based learning (DGBL) due to the increase in the variety of educational and commercial games available. Literature indicates that video games in general have entertaining, motivational, and educational benefits. Despite this, there is a lack of research comparing game types to assess their value for learning. Typically, DGBL approach may include a variety of game types, like those designed for educational purposes such as digital education games (DEGs), as well as those created for entertainment and commercial reasons, such as massively multiplayer online games (MMOs). Digital games do possess a significantly high capacity to keep users engaged, which is a potential that can be used to motivate learners to interact more deeply with their learning environments, and consequently enhance their performances. This study supports the hypothesis that both DEGs and MMOs can be instrumental in improving engagement and learning versus traditional teaching methods. The article shares the results of the mixed methods study that examined the use of one DEG and four MMOs in undergraduate courses within a community college. The results suggest that learner performance and engagement are enhanced when using DGBL for both types of games, versus the traditional teaching methods. Additionally, practitioner and future research implications are also discussed.
如今,由于教育和商业游戏种类的增加,人们对基于数字游戏的学习(DGBL)越来越感兴趣。文献表明,电子游戏通常具有娱乐性、激励性和教育性的好处。尽管如此,目前仍缺乏比较游戏类型以评估其学习价值的研究。通常,DGBL方法可能包括各种游戏类型,如为教育目的而设计的游戏,如数字教育游戏(deg),以及为娱乐和商业目的而创建的游戏,如大型多人在线游戏(mmo)。数字游戏确实具有很高的用户粘性,这是一种可以用来激励学习者与他们的学习环境进行更深入互动的潜力,从而提高他们的表现。这项研究支持了一种假设,即与传统教学方法相比,deg和mmo都有助于提高学生的参与度和学习能力。这篇文章分享了一项混合方法研究的结果,该研究调查了在一所社区大学的本科课程中使用一个DEG和四个mmo的情况。结果表明,与传统教学方法相比,在这两种类型的游戏中使用DGBL时,学习者的表现和参与度都得到了提高。此外,还讨论了实践和未来的研究意义。
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引用次数: 6
Developing and Testing a Board Game to Learn About Stars 开发和测试一个棋盘游戏,以了解星星
Pub Date : 2020-07-01 DOI: 10.4018/ijgbl.2020070104
R. Tanel, Esra Bilal Önder
The aim of this study is to introduce an educational game called The Star Game, and to examine its effects on prospective science teachers' conceptual understanding of stars. In addition, their opinions of The Star Game were examined. The study was conducted with a total of 54 prospective teachers in three groups. The Star Game was played in all three groups and data was collected using the Star Properties Concept Inventory and the Star Game Opinion Questionnaire. The conceptual understanding on the stars increased significantly in all three groups after the application. The Star Game was described as enjoyable, interesting, instructive, and promoting a positive classroom environment, and a valuable educational activity for the profession. Criticisms included the length of answers, the noise caused in the classroom, and the time required.
本研究的目的是介绍一种名为“星星游戏”的教育游戏,并研究它对未来科学教师对星星概念理解的影响。此外,调查了他们对The Star Game的看法。研究人员将54名未来教师分为三组。所有三组都玩了明星游戏,并使用明星属性概念清单和明星游戏意见问卷收集数据。应用后,三组学生对星星的概念理解均有显著提高。明星游戏被描述为愉快,有趣,有教育意义,促进了积极的课堂环境,是一项有价值的专业教育活动。批评包括答案的长度、在教室里引起的噪音和所需的时间。
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引用次数: 2
The Impact of Personality and Motivation on Immersion in Simulation Games 个性和动机对模拟游戏沉浸感的影响
Pub Date : 2020-04-01 DOI: 10.4018/ijgbl.2020040101
Anna K. Preuß
The cognitive-motivational process model of learning describes how personality traits in a specific situation influence current learner motivation and through certain mediators, the learning outcome. This study investigates the influence of personality traits and current motivation on these mediators. For 86 high school students playing a simulation game, the Big Five, the need for cognition, current motivations, immersion, and joy of learning were measured. A hierarchical regression analysis showed that need for cognition, interest, and challenge significantly and positively impacts the experienced immersion. Also, the joy of learning correlates positively with immersion. The adapted model was partly supported: Results of this study can explain to some extent the interaction of personality traits and current motivation as well as their combined impact on immersion in live-action social science simulation games.
学习的认知动机过程模型描述了特定情境下的人格特质如何影响当前学习者的动机,并通过某些中介影响学习结果。本研究探讨人格特质和当前动机对这些中介的影响。86名高中生在玩模拟游戏Big Five时,对认知需求、当前动机、沉浸感和学习乐趣进行了测量。层次回归分析表明,认知需求、兴趣需求和挑战需求对体验式沉浸有显著的正向影响。此外,学习的乐趣与沉浸感呈正相关。本研究的结果可以在一定程度上解释人格特质和当前动机的相互作用,以及它们对真人社会科学模拟游戏沉浸感的综合影响。
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引用次数: 4
Game Jams for Learning and Teaching: A Review 《Game Jams for Learning and Teaching》综述
Pub Date : 2020-04-01 DOI: 10.4018/ijgbl.2020040104
Mikko Meriläinen, Riikka Aurava, Annakaisa Kultima, Jaakko Stenros
Game jams are intensive events focusing on creation. Their popularity and visibility have soared in recent years. The phenomenon has attracted the attention of scholars interested in education and learning, and the potential of game jams has been studied in various ways. Increasingly, game jams have come to be viewed as a site for learning. They are seen as activities for developing technical skills needed for digital game development, developing so-called soft skills such as collaboration and communication skills and as a way to teach and learn science, technology, engineering, arts, mathematics (STEAM) skills. In this article, the educational aspects of game jams are explored from multidisciplinary points of view. Combining education science, design research, and game studies, the authors position game jamming at the intersection of these disciplines to explore its various learning dimensions. This positioning provides a starting point for future studies of game jamming in the context of learning and teaching and invites discussion from diverse fields of study.
游戏jam是专注于创造的密集活动。近年来,他们的受欢迎程度和知名度都在飙升。这一现象引起了对教育和学习感兴趣的学者的注意,游戏jam的潜力也得到了各种各样的研究。越来越多的游戏jam被视为一个学习的场所。它们被视为培养数字游戏开发所需的技术技能的活动,培养所谓的软技能,如协作和沟通技能,以及教授和学习科学、技术、工程、艺术、数学(STEAM)技能的方式。本文将从多学科角度探讨游戏jam的教育层面。结合教育科学、设计研究和游戏研究,作者将游戏干扰置于这些学科的交叉点,探索其各种学习维度。这一定位为今后在学习和教学的背景下研究游戏干扰提供了一个起点,并邀请了不同研究领域的讨论。
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引用次数: 31
The Role of Learning Styles in Game-Based Learning 学习风格在基于游戏的学习中的作用
Pub Date : 2020-01-01 DOI: 10.4018/ijgbl.2020010104
P. Wouters, Esmee S. van der Meulen
Adapting learning to the level and preferences of learners and game-based learning have increasingly received much attention. The current study examined whether learning styles based on the Felder-Silverman classification (perception, input, processing and organization of information) influence learning in GBL. Only the input and processing scales were found to be reliable. 109 students from prevocational secondary education played a math game (proportional reasoning) after which learning gain and motivation were measured. Gameplay yielded no learning, but a median-split breakdown (prior knowledge) indicated that students with little prior knowledge did learn from the game, while those with much prior knowledge deteriorated. Subsequent multiple regression analyses revealed no predictive effect for motivation. The processing preference was predictive for learning: Students with an active processing preference performed better than students with a reflective processing preference. The discussion discusses consequences and a number of directions for follow-up research.
使学习适应学习者的水平和偏好以及基于游戏的学习越来越受到人们的关注。本研究考察了基于Felder-Silverman分类的学习风格(信息的感知、输入、处理和组织)是否影响GBL的学习。只有输入和加工量表是可靠的。109名职业前中等教育学生进行了比例推理游戏,并对游戏后的学习收获和动机进行了测量。游戏玩法并不能让玩家从中学习到东西,但是中位数分解(先验知识)却表明,拥有较少先验知识的学生确实能够从游戏中学习到东西,而拥有较多先验知识的学生则会变得更糟。随后的多元回归分析显示动机没有预测作用。加工偏好对学习有预测作用:具有积极加工偏好的学生比具有反思加工偏好的学生表现得更好。讨论讨论了结果和后续研究的一些方向。
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引用次数: 10
Using Digital Game-Based Learning to Improve the Academic Efficiency of Vocational Education students 运用数字游戏学习提高职业教育学生学习效率
Pub Date : 2019-10-01 DOI: 10.4018/IJGBL.2019100104
S. Roodt, Yusuf Ryklief
Educators have started exploring the potential of digital game-based learning (DGBL) to enhance the learning experience of students. The objective of this experimental research was to explore the potential of DGBL to improve the academic efficiency among vocational education students in South Africa. Students were separated into two groups, an experimental group and control group. Each group received course instruction in the subject of computer programming but using differing instructional strategies. Subsequent to the planned intervention, the academic achievements of both groups were measured through the contrasting results received for pre- and post-intervention tests. The learner-motivation was measured through feedback elicited via a post-intervention questionnaire. Results of the study revealed that the learning motivation of students had a significant impact on their academic achievement, and the academic achievement of students using DGBL as an instructional strategy were better than those learning through the traditional approach.
教育工作者已经开始探索基于数字游戏的学习(DGBL)的潜力,以增强学生的学习体验。本实验研究的目的是探讨DGBL在南非职业教育学生中提高学习效率的潜力。学生被分为两组,实验组和对照组。每一组都接受计算机编程的课程指导,但使用不同的教学策略。在计划干预之后,通过干预前和干预后测试的对比结果来衡量两组学生的学术成就。通过干预后问卷的反馈来测量学习者的动机。研究结果显示,学生的学习动机对学业成绩有显著影响,使用DGBL教学策略的学生学业成绩优于传统教学策略的学生。
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引用次数: 8
期刊
Int. J. Game Based Learn.
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