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Using Gamification Strategies to Cultivate and Measure Professional Educator Dispositions 运用游戏化策略培养和测量专业教育工作者的性格
Pub Date : 2019-01-01 DOI: 10.4018/IJGBL.2019010102
C. Alexander
One of the most important outcomes of pre-service teacher education is the transition from assignment-oriented students to service-oriented education professionals. Faculty can assist in this process by cultivating professional educator dispositions within their courses. Gamification strategies can be an effective way to provide students with timely feedback regarding their progress toward professional educator dispositions. This study investigated the effectiveness of points, timely feedback, and leaderboards on cultivating and measuring specific professional educator dispositions among pre-service teachers. Data was collected in four domains - personal responsibility, intellectual engagement, professional ethics and stewardship, and supportive interactions- where gamification strategies were additively implemented over five semesters. Results from this study indicate gamification strategies, when bundled together to leverage motivating factors such as competition and personalization led to increased gains in the four domains of professional educator dispositions.
职前教师教育最重要的成果之一就是从作业型学生向服务型教育专业人才的转变。教师可以通过在他们的课程中培养专业教育者的性格来协助这一过程。游戏化策略是一种有效的方法,可以为学生提供及时的反馈,以了解他们在专业教育倾向方面的进展。本研究探讨了积分、及时反馈和排行榜对职前教师特定专业教育倾向的培养和测量的有效性。数据收集在四个领域——个人责任、智力参与、职业道德和管理,以及支持性互动——在五个学期中,游戏化策略被附加实施。这项研究的结果表明,当游戏化策略与竞争和个性化等激励因素捆绑在一起时,会导致专业教育倾向的四个领域的收益增加。
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引用次数: 1
First-Timer Learning Experiences in Global Game Jam 第一次在全球游戏Jam学习经验
Pub Date : 2019-01-01 DOI: 10.4018/IJGBL.2019010103
Mikko Meriläinen
Game jams are accelerated game creation events usually taking place over the course of a short time period. A variety of learning outcomes from game jamming has been discussed in previous research, with learning being a common motivation for attending game jams. Despite this, there has been little research into the psychological mechanisms driving learning and participation. In this article, the learning experiences of four first-time participants in the Global Game Jam are examined through self-determination theory. Results suggest that a wide spectrum of learning is experienced during a game jam, and game jams offer at least a temporary heightened sense of creativity and competence. Assessment remains an issue, however, and learning benefits may be contingent on the jam setting. All three basic psychological needs listed in self-determination theory are potentially fulfilled by game jam attendance, suggesting the relevance of self-determination theory in further jam research.
Game jam是指通常在短时间内发生的加速游戏创造事件。在之前的研究中已经讨论过游戏干扰带来的各种学习结果,学习是参加游戏干扰的常见动机。尽管如此,关于推动学习和参与的心理机制的研究却很少。本文通过自我决定理论分析了四名首次参加Global Game Jam的参与者的学习经验。结果表明,在游戏jam中玩家可以体验到广泛的学习内容,并且游戏jam至少能够暂时提升玩家的创造力和能力。然而,评估仍然是一个问题,学习的好处可能取决于果酱的设置。自我决定理论中列出的所有三种基本心理需求都有可能通过参加game jam得到满足,这表明自我决定理论在进一步的jam研究中具有相关性。
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引用次数: 12
Game-Based Learning to Engage Students With Physics and Astronomy Using a Board Game 以游戏为基础的学习,利用棋盘游戏吸引学生学习物理和天文学
Pub Date : 2019-01-01 DOI: 10.4018/IJGBL.2019010104
Adriana Cardinot, J. Fairfield
In this research article, the authors developed a novel astronomy board game and examined how this approach could facilitate the learning and teaching of astronomy topics covered in the new Irish Science Syllabus. A total of 119 post-primary students took part in the pilot trial across Ireland. Data was collected via feedback questionnaires, systematic observations and pre and post-test surveys. Results indicate that this astronomy board game significantly enhances students' knowledge of astronomy concepts and perceptions of scientists. Furthermore, teachers showed positive attitudes towards this approach for teaching astronomy. Additionally, the game was demonstrated as a useful learning tool and as an activity to promote social skills. The findings offer a promising basis for further exploration of the integration of game-based approaches to physics education to promote active participation and interaction, balancing the learning objectives with play.
在这篇研究文章中,作者开发了一种新颖的天文学棋盘游戏,并研究了这种方法如何促进新爱尔兰科学教学大纲中天文学主题的学习和教学。总共有119名小学生参加了爱尔兰各地的试点试验。通过反馈问卷、系统观察和测试前后调查收集数据。结果表明,这款天文棋盘游戏显著提高了学生对天文学概念的认识和对科学家的认知。此外,教师对这种天文学教学方式表现出积极的态度。此外,该游戏被证明是一种有用的学习工具,也是一种促进社交技能的活动。研究结果为进一步探索以游戏为基础的物理教育方法的整合提供了有希望的基础,以促进积极参与和互动,平衡学习目标和游戏。
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引用次数: 36
A Critical Review of the Effectiveness of Narrative-Driven Digital Educational Games 叙述驱动型数字教育游戏的有效性评论
Pub Date : 2018-10-01 DOI: 10.4018/IJGBL.2018100103
L. Jackson, Joanne O’Mara, J. Moss, A. Jackson
Digital games are currently viewed, by many within the field of education, as a way to engage and motivate students, and to assist them in acquiring content knowledge and skills. Despite the growing interest in using digital games, including serious games, this is the first critical review of the literature on the effectiveness of digital narrative-driven educational games. Of 2550 articles initially screened, 130 were synthesised in the final review. The results suggest that such games can be more much more effective than traditional instruction for promoting attitude change, engagement, motivation, and skill acquisition; slightly more effective in promoting enjoyment and knowledge acquisition; and equal in fostering behaviour change. As such, they may be viewed as effective and versatile tools for teaching and learning.
目前,许多教育领域的人将数字游戏视为吸引和激励学生的一种方式,并帮助他们获取内容知识和技能。尽管人们对使用数字游戏(包括严肃游戏)越来越感兴趣,但这是关于数字叙事驱动的教育游戏有效性的第一篇批判性评论。在最初筛选的2550篇文章中,有130篇在最终评审中被合成。结果表明,这类游戏在促进态度转变、参与、动机和技能习得方面比传统教学更有效;在促进享受和知识获取方面略显有效;在促进行为改变方面也是平等的。因此,它们可能被视为有效和通用的教学工具。
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引用次数: 10
Real-Life Contexts in Learning Games: Towards a New Typology 学习游戏中的现实情境:走向新的类型学
Pub Date : 2018-10-01 DOI: 10.4018/IJGBL.2018100102
A. Moseley
The use of real contexts in learning has been of central interest to educational developments such as experiential learning, case studies, work placements and simulations. They centre around the benefits of putting students in realistic situations, using real tools to solve real/realistic problems. A growing number of learning games are making use of context in this way: initially focused around serious games (many close in character to simulations) and most recently distilled into immersive and pervasive games, which mix real and imagined contexts for apparently deep learning experiences. This article reviews the existing literature around the use of context in learning, considers the applicability to learning games, and proposes new theoretical developments through the consideration of four models for the integration of context into learning experiences, based on a typology of existing contextual learning experiences and games. To illustrate the models and begin to strengthen the typology, a number of existing case studies are referenced, and further research needs highlighted.
在学习中使用真实情境一直是教育发展的核心兴趣,如体验式学习、案例研究、工作实习和模拟。这些课程的重点是让学生置身于真实的环境中,使用真实的工具来解决真实/现实的问题。越来越多的学习型游戏以这种方式利用情境:最初专注于严肃游戏(许多角色接近模拟),最近被提炼成沉浸式和普及性游戏,将真实和想象的情境混合在一起,以实现明显的深度学习体验。本文回顾了关于在学习中使用情境的现有文献,考虑了对学习游戏的适用性,并基于现有情境学习经验和游戏的类型学,通过考虑将情境整合到学习体验中的四种模型,提出了新的理论发展。为了说明这些模型并开始加强类型学,参考了一些现有的案例研究,并强调了进一步的研究需要。
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引用次数: 1
A Novel 'Game Design' Methodology for STEM Program 一种针对STEM项目的新颖“游戏设计”方法
Pub Date : 2018-10-01 DOI: 10.4018/IJGBL.2018100101
S. Viswanathan, B. Radhakrishnan
A novel approach to teaching concepts using game design in the graduate sustainability and engineering management programs is illustrated. These student-built games tied to demonstrate the course learning outcomes (CLOs) were tested in a classroom environment. This pilot study's impact on student learning, motivation, creativity, engagement, innovation, team interactions, and instructor leadership, and its contribution towards the achievement of CLOs were assessed in multiple courses. The results from this pilot study involving students indicated that the game design, creation, and play is an effective and innovative pedagogical tool that could promote student engagement, motivation, critical thinking, and learning skills with minimal educational tools. In addition, this innovative teaching tool could help change the declining and waning interest in STEM+ programs at the graduate level.
本文阐述了在研究生可持续发展和工程管理课程中使用游戏设计来教授概念的一种新方法。这些学生制作的游戏是为了展示课程学习成果(CLOs),并在课堂环境中进行测试。该试点研究对学生学习、动机、创造力、参与、创新、团队互动和教师领导的影响,以及它对实现CLOs的贡献,在多个课程中进行了评估。这项涉及学生的试点研究的结果表明,游戏设计、创造和玩法是一种有效且创新的教学工具,可以用最少的教育工具提高学生的参与度、积极性、批判性思维和学习技能。此外,这种创新的教学工具可以帮助改变研究生对STEM+项目日益下降的兴趣。
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引用次数: 5
Impact of Kinect Game on Primary School Students' Mental Computation Speed Kinect游戏对小学生心算速度的影响
Pub Date : 2018-10-01 DOI: 10.4018/IJGBL.2018100104
Özgür Yilmaz, D. Bayraktar
This article investigates the effect of kinesthetic educational game on students' mental computation speed. A Solomon four-group design was used to avoid the influence of pretest-posttest design. In order to determine which grade is appropriate for this game, a pilot study was conducted with 30 students. As for the main study, 123 students participated. First, the group was divided into two as control group and experimental group. The participants of the control group played a computer game while the members of experimental group played a kinesthetic educational game. According to Solomon, using a four-group model the study group was divided into 4 separate groups. The groups were randomly assigned and two of them were applied a pre-test. After the pre-test, in order to measure the attention level of students, a d2 test of attention was applied. The study lasted for 8 weeks in total. At the end of the study, a significant difference was found between the mental computation speeds of the experimental and the control groups. The second significant finding in this study was that there was a difference between the mental computation speeds of students depending on their cognitive characteristics. In other words, students with a low attention level finished the games in a longer period of time in comparison with students who have middle and high attention levels. It was concluded that students with a low attention level have lower mental computation speed. The results suggest that within primary school, Kinect-based exergames can be exploited as effective and motivational learning environments.
本文研究了动觉教育游戏对学生心算速度的影响。采用Solomon四组设计,避免前测后测设计的影响。为了确定哪个年级适合玩这个游戏,我们对30名学生进行了初步研究。主体研究共有123名学生参与。首先将实验组分为对照组和实验组。对照组参与者玩电脑游戏,实验组成员玩动觉教育游戏。根据所罗门的说法,使用四组模型,研究小组被分为4个单独的小组。随机分配两组,其中两组进行预测。前测结束后,采用d2注意测试来测量学生的注意水平。研究共持续8周。在研究结束时,发现实验组和对照组的心理计算速度有显著差异。本研究的第二个重要发现是,不同认知特征的学生在心理计算速度上存在差异。换句话说,与注意力水平中高的学生相比,注意力水平低的学生完成游戏的时间更长。结果表明,注意力水平低的学生的心算速度较低。结果表明,在小学中,基于kinect的游戏可以作为有效和激励的学习环境。
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引用次数: 7
Case Study of an Epistemic Mathematics Computer Game 一个认知数学电脑游戏的案例研究
Pub Date : 2018-07-01 DOI: 10.4018/IJGBL.2018070103
C. Buteau, E. Muller
E-Brock Bugs is a serious educational game (SEG) about probability which was created based on Devlin's design principles for games whose players adopt identities of mathematically able persons. This kind of games in which “players think and act like real world professionals” has been called epistemic. This chapter presents an empirical study of 16-year-old students' (n=61) experience playing E-Brock Bugs as part of their mathematics data management course. Results suggest that most students engaged in the game's mathematics and experienced a mathematical in-game identity. No gender difference was observed, but the students' self-identified mathematical capability (which was not correlated with their mathematics grades) seems to differentiate the extent to which they experience a mathematical in-game identity. E-Brock Bugs contributes to validate Devlin's game design approach to epistemic mathematics SEGs.
《E-Brock Bugs》是一款关于概率的严肃教育游戏(SEG),它是基于Devlin的游戏设计原则而创造的,玩家采用具有数学能力的人的身份。这种“玩家像现实世界的专业人士一样思考和行动”的游戏被称为认知游戏。本章对16岁的学生(n=61)在数学数据管理课程中玩E-Brock Bugs的经历进行了实证研究。结果表明,大多数学生都参与了游戏中的数学,并体验了游戏中的数学身份。没有观察到性别差异,但学生自我认定的数学能力(与他们的数学成绩无关)似乎区分了他们在游戏中体验数学身份的程度。《E-Brock Bugs》有助于验证Devlin的认知数学seg游戏设计方法。
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引用次数: 1
Attitudes Toward Game Adoption: Preservice Teachers Consider Game-Based Teaching and Learning 对游戏采用的态度:职前教师考虑基于游戏的教学
Pub Date : 2018-07-01 DOI: 10.4018/IJGBL.2018070101
N. Sardone
Gaming has become a core activity with children and more teachers are using games for learning than five years ago. Yet, teachers report that they learn about game titles, impact studies, and facilitation techniques through their own initiatives or from other teachers rather than from their teacher education program. This article reports on a combined curricular approach built on game strategy research that asked teacher candidates (n= 102) to discuss headlines news about gaming, play games, review games and game research, teach others how to play games, and then construct games. Findings revealed that candidates saw value in using games in K-12 to teach content, were able to develop assessments based on game content at a novice level, and were able to construct games either alone or in small groups. Educators contemplating gaming as an instructional strategy may be interested in the espoused combination strategy to encourage game adoption in K-12 settings.
游戏已经成为孩子们的核心活动,与五年前相比,越来越多的老师使用游戏来学习。然而,教师们报告说,他们通过自己的主动性或从其他教师那里学习游戏名称、影响研究和促进技术,而不是从教师教育计划中学习。本文报告了基于游戏策略研究的综合课程方法,要求教师候选人(n= 102)讨论有关游戏的头条新闻,玩游戏,评论游戏和游戏研究,教别人如何玩游戏,然后构建游戏。调查结果显示,候选人看到了在K-12课程中使用游戏来教授内容的价值,能够根据新手级别的游戏内容开发评估,能够单独或小组构建游戏。考虑将游戏作为一种教学策略的教育者可能会对支持的组合策略感兴趣,以鼓励在K-12设置中采用游戏。
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引用次数: 8
Playing in the Virtual Sandbox: Students' Collaborative Practices in Minecraft 在虚拟沙盒中玩耍:学生在《我的世界》中的合作实践
Pub Date : 2018-07-01 DOI: 10.4018/IJGBL.2018070104
K. Davis, J. A. Boss, Perry Meas
Researchers, teachers, and the news media have touted Minecraft as an effective, engaging way to promote students' 21st century skills, including collaboration. However, little is known about what collaboration looks like in Minecraft, including what factors support and undermine high quality collaboration. The current exploratory study investigated this question through an analysis of middle school students' collaborative processes while playing Minecraft in small groups of 2-4 players. Analyses of the discourse functions used by players during gameplay revealed a number of factors affecting the success of their collaboration, such as prior social ties, gaming experience, and responsiveness to other players. The findings contribute new insight into the nature of more and less effective collaborations in multiplayer video games. These insights will be useful to educators who are interested in using Minecraft and other multiplayer games to promote collaboration among their students.
研究人员、教师和新闻媒体都吹捧《我的世界》是一种有效的、吸引人的方式,可以提高学生的21世纪技能,包括合作。然而,我们对《我的世界》中的协作知之甚少,包括支持和破坏高质量协作的因素。目前的探索性研究通过分析中学生在2-4人的小组中玩《我的世界》时的合作过程来调查这个问题。通过分析玩家在游戏过程中使用的话语功能,我们发现了许多影响他们合作成功的因素,如之前的社交关系、游戏体验和对其他玩家的反应。这一发现有助于我们深入了解多人电子游戏中高效合作的本质。这些见解将对那些对使用Minecraft和其他多人游戏来促进学生之间合作感兴趣的教育工作者有用。
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引用次数: 14
期刊
Int. J. Game Based Learn.
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