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The Effect of Religiosity on Learning Ethics in Serious Gaming Environments 严肃游戏环境下宗教信仰对学习伦理的影响
Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-7271-9.ch026
Haytham Siala, Giuseppe Pedeliento, Daniela Andreini
The multi-disciplinary literature on ethics asserts that the relationship between religiosity and ethical perceptions and judgements is an under-researched topic. Despite its importance, few studies have examined the relationship between religiosity and the learning of business ethics. This research investigates whether religiosity is conducive to the learning of business ethics in a digital learning environment: a serious 3D ethics game. A cross-sectional survey was conducted on 302 final-year students from two different academic institutions based in the UK. The results of a structural equation modelling analysis suggest that religiosity does not inform the ethical perceptions and decisions of religious individuals in digital learning environments. Religious individuals perceive the utilitarian aspects of a serious game such as ease of use to be more important for learning ethics than religion. In contrast, less religious individuals perceive the hedonic aspects of a serious game to be a key catalyst for enhancing the learning of ethics.
关于伦理的多学科文献断言,宗教信仰与伦理观念和判断之间的关系是一个研究不足的话题。尽管宗教信仰很重要,但很少有研究考察宗教信仰与商业道德学习之间的关系。本研究探讨了在数字学习环境下,宗教信仰是否有利于商业伦理的学习:一个严肃的3D伦理游戏。一项横断面调查对302名来自英国两所不同学术机构的应届毕业生进行了调查。结构方程模型分析的结果表明,宗教信仰并不影响数字学习环境中宗教个人的伦理观念和决策。有宗教信仰的人认为严肃游戏的实用主义方面,如易用性,对学习道德比宗教更重要。相比之下,宗教信仰较少的人认为严肃游戏的享乐方面是促进道德学习的关键催化剂。
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引用次数: 0
GraphoGame
Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-7271-9.ch023
P. February
This chapter investigates the effectiveness of a digital reading tool, called GraphoGame, that could be employed as one of the solutions to the poor reading results of learners that have been revealed in both national and international assessments in Namibia, specifically, and Sub-Saharan Africa in general. Following a research study, this chapter sets out to demonstrate that, through pre-and post-tests, GraphoGame Afrikaans improved the initial reading skills of Grade 1 learners. The results have implications for the utilization of computer-assisted tools to support reading acquisition in the lower grades. As GraphoGame employs a scaffolded approach by presenting learners with letters and words, it can be utilized to support learners individually in classes with large numbers, as is typical in Africa.
本章调查了一种名为GraphoGame的数字阅读工具的有效性,该工具可以作为解决学习者阅读成绩不佳的解决方案之一,这种问题已经在纳米比亚(特别是撒哈拉以南非洲)的国家和国际评估中得到了揭示。根据一项研究,本章旨在证明,通过前后测试,GraphoGame南非荷兰语提高了一年级学习者的初步阅读技能。本研究结果对利用计算机辅助工具支持低年级学生的阅读习得具有启示意义。由于GraphoGame采用了一种脚手架式的方法,即向学习者呈现字母和单词,因此它可以用于在人数众多的班级中支持学习者,这在非洲是很典型的。
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引用次数: 0
Spanish Teacher Attitudes Towards Digital Game-Based Learning 西班牙语教师对数字游戏学习的态度
Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-7271-9.ch029
Cristina A. Huertas-Abril, M. García-Molina
The consideration that the only goal of games is the achievement of entertainment is still commonly accepted, although there is now an outgrowing perspective that believes in the use of games to promote learning. This exploratory quantitative research examines both in-service and pre-service Spanish teacher perceptions (n = 112) about using digital games in their lessons, paying a special attention to the TPACK model, and comparing the results regarding age, gender, and professional situation. Responses show a positive attitude towards the potential use of video games in their lessons, although there are differences considering the results of the items concerning technological, pedagogical, or content knowledge. The data presented in this study is relevant to guide the design of curriculum and training programs, as well as to develop strategies to support and scaffold pre-service and in-service teachers' knowledge and practical implementation of digital game-based learning (DGBL).
人们仍然普遍认为游戏的唯一目标是实现娱乐,尽管现在有一种过时的观点认为游戏可以促进学习。这一探索性定量研究考察了在职和职前西班牙语教师对在课堂上使用数字游戏的看法(n = 112),特别关注TPACK模型,并比较了年龄、性别和专业情况的结果。尽管考虑到有关技术、教学或内容知识的项目的结果存在差异,但受访者对在课堂上使用电子游戏的可能性持积极态度。本研究提供的数据对于指导课程和培训计划的设计,以及制定策略来支持和支撑职前和在职教师对数字游戏学习(DGBL)的知识和实践实施具有重要意义。
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引用次数: 0
Incorporating Digital Literacy Materials in Early Childhood Programs 将数字扫盲材料纳入幼儿计划
Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-7271-9.ch034
B. Culatta, Lee Ann Setzer, Kendra M. Hall-Kenyon
Use of digital media in early childhood literacy programs offers significant opportunities for interaction, engagement, and meaningful practice of phonic skills—and also a few pitfalls. The purpose of this chapter is to review 1) considerations for use of digital media in early childhood settings, 2) selection of appropriate media to facilitate early literacy learning, and 3) inclusion of digital media as an integral component of early literacy instruction, rather than an add-on. With an emphasis on practical ideas and solutions for instructors, the authors draw on studies in which interactive, personalized ebooks and an early literacy learning app were used in conjunction with face-to-face, hands-on activities drawn from Project SEEL (Systematic and Engaging Early Literacy).
在儿童早期识字项目中使用数字媒体为互动、参与和有意义的语音技能练习提供了重要的机会,但也有一些陷阱。本章的目的是回顾1)在儿童早期环境中使用数字媒体的考虑,2)选择适当的媒体来促进早期识字学习,以及3)将数字媒体作为早期识字教学的一个组成部分,而不是一个附加部分。作者着重于为教师提供实用的想法和解决方案,并借鉴了互动、个性化的电子书和早期识字学习应用程序与SEEL项目(系统性和参与式早期识字)中面对面的实践活动相结合的研究。
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引用次数: 0
Learner Motivation Through Gamification in E-Learning 电子学习中游戏化的学习者动机
Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-7271-9.ch041
Anshita Chelawat, Seema Sant
It is a proven fact that learning with the element of fun and games makes the learning process interesting and also helps in student retention. Especially, in the context of e-learning environment, where learner motivation and engagement level are not easy to monitor, it is required to implement some mechanism which can improve their intrinsic motivation and make them self-motivated. Gamification in education and using game-based formative assessment tools will be of great help to not only motivate learners to opt for e-learning courses, but to complete till the end. The current study, thus, focuses on use of game-based formative assessment to improve learners' motivation in the e-learning environment so that their drop-out rates can be controlled, and their engagement level can be improved. Also, it intends to assess the past literature and identify the essential gaming mechanics which can possibly impact the learner motivation. It will also highlight the theoretical perspective used in previous studies on gamification, engagement, and motivation.
事实证明,带着乐趣和游戏元素的学习使学习过程变得有趣,也有助于学生的记忆。特别是在e-learning环境下,学习者的动机和投入程度不容易监控,需要实施一些机制来提高他们的内在动机,使他们自我激励。教育中的游戏化和使用基于游戏的形成性评估工具不仅有助于激发学习者选择电子学习课程,而且有助于完成课程。因此,本研究的重点是利用基于游戏的形成性评估来提高学习者在电子学习环境中的动机,从而控制他们的辍学率,提高他们的参与水平。此外,它还打算评估过去的文献,并确定可能影响学习者动机的基本游戏机制。它还将突出先前关于游戏化、粘性和动机的研究中使用的理论视角。
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引用次数: 1
Game-Based Teaching and Learning in Higher Education 高等教育中的游戏教学
Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-7271-9.ch005
M. Mahruf C. Shohel, M. Ashrafuzzaman, Iffat Naomee, Sanjida Akter Tanni, Farhan Azim
Game-based pedagogies use games for achieving learning outcomes by guiding the learners through specific tasks, which can be digital and/or non-digital and can promote deep meaningful learning. Therefore, the design of game-based learning helps learners to engage in the meaning-making process and ensure better participation. As the boundaries of classroom learning become blurred through blended or hybrid learning approaches, game-based learning enhances digital literacies for digital natives to prepare them for building a knowledge economy. By exploring existing literature, this chapter highlights how technology can support teachers and learners to go beyond their existing pedagogical boundaries by focusing on ways games may serve as digital sources of learning. It also explores the role game-based pedagogies and digital learning design frameworks play in enhancing learner engagement, collaboration, and cultural understanding.
基于游戏的教学法通过引导学习者完成特定的任务来实现学习成果,这些任务可以是数字的和/或非数字的,可以促进有意义的深度学习。因此,基于游戏的学习设计有助于学习者参与到意义创造过程中,并确保更好的参与。随着课堂学习的界限通过混合或混合学习方法变得模糊,基于游戏的学习增强了数字原住民的数字素养,使他们为建立知识经济做好准备。通过探索现有文献,本章强调了技术如何通过关注游戏作为数字学习资源的方式来支持教师和学习者超越现有的教学界限。它还探讨了基于游戏的教学法和数字学习设计框架在增强学习者参与、协作和文化理解方面的作用。
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引用次数: 2
Game-Based Learning in Higher Education 高等教育中的游戏学习
Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-7271-9.ch008
Sunitha Abhay Jain, Nilofer Hussaini, S. John, Daisy Alexander, Bidisha Sarkar
The technological developments and innovations have thrown open many challenges in the field of higher education. We are growing up in a society of digital natives who are exposed to the digital environment from their birth. Of late, the focus has shifted from traditional teaching methods to finding innovative ways and means to engage the students. Competence building instead of rote learning is the need of the hour. In order to prepare the students to face the challenges of the real world and make them future ready, it is important for higher educational institutions to focus on imparting to learners 21st century skill sets such as creativity, problem solving, and critical thinking, amongst others. Game-based learning is gaining momentum and is becoming a popular pedagogical tool as it is learner-centric and fosters creativity.
科技的发展和创新给高等教育领域带来了许多挑战。我们成长在一个数字原住民的社会中,他们从出生起就暴露在数字环境中。最近,重点已经从传统的教学方法转移到寻找创新的方法和手段来吸引学生。能力培养取代死记硬背是当前的需要。为了让学生准备好面对现实世界的挑战,并为未来做好准备,高等教育机构必须注重向学生传授21世纪的技能,如创造力、解决问题的能力和批判性思维等。基于游戏的学习正在获得动力,并成为一种流行的教学工具,因为它以学习者为中心并培养创造力。
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引用次数: 0
Play Is the Game 玩就是游戏
Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-7271-9.ch018
Sharon M. Peck
Drawing on a multimodal framework, this chapter looks at the ways engagement and embodiment of learning are mediated through play as sixth graders learn to skin or repurpose board games to represent the story of The Lightning Thief. Studying game design for the purpose of skinning, that is, applying a new theme or skin to a game, provides a literacy learning process that can foster collaborative, creative, and authentic learning. Outcomes demonstrated gains in social skills and interactions, critical thinking, reading comprehension, visual representation, graphic design, and writing for specific purposes. Analysis revealed that students were immersed in the learning process to the extent that they felt comfortable acting informally, responding in the moment, and being playful. This chapter shows a way to foster academic growth, engagement in learning, and collaboration is to engage students in skinning games based on literature and integrated a playful learning environment.
在多模态框架下,本章着眼于六年级学生学习如何将棋盘游戏转化为《the Lightning Thief》的故事,并通过游戏来调节学习的参与和体现。以蒙皮为目的学习游戏设计,也就是将新主题或蒙皮应用到游戏中,提供了一种素养学习过程,可以促进协作、创造性和真实的学习。结果表明,在社交技能和互动、批判性思维、阅读理解、视觉表现、图形设计和特定目的写作方面,他们都取得了进步。分析显示,学生们沉浸在学习过程中,他们感到很舒服,表现得很随意,反应及时,很有趣。本章展示了一种促进学术成长、参与学习和合作的方法,即让学生参与基于文学和有趣学习环境的剥皮游戏。
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引用次数: 0
Discrete Primary Education Curriculum in Bangladesh 孟加拉国离散小学教育课程
Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-7271-9.ch036
Md.Jahangir Alam, Sheikh Rashid Bin Islam, K. Ogawa
The curriculum is an essential and integral part of the education system for lifelong learning and better children's outcomes. The sum of experience throughout their schooling journey can be defined as an educational curriculum expressed in a much broader sense. The school's type of school, study materials used, teaching methods, available school facilities, and the qualifications of schoolteachers provided at the end of primary schooling often diverge with different educational curricula due to the government policy dilemma. There is no unified primary education curriculum in Bangladesh's case. More than three mainstream educational curricula can be founded, each with its own unique set of traits, benefits, and shortcomings. This chapter explores what factors affect a school's choice, which is linked with the educational curriculum being offered, and how it affects the student's quality of education. This chapter also explores gamification theory's implementation to ensure quality primary education in Bangladesh.
课程是终身学习和提高儿童成绩的教育系统必不可少的组成部分。他们在整个求学过程中的经验总和可以被定义为在更广泛的意义上表达的教育课程。由于政府的政策困境,学校的类型、使用的学习材料、教学方法、可用的学校设施以及小学教育结束时所提供的教师资格往往因不同的教育课程而异。孟加拉国没有统一的小学教育课程。可以建立三种以上的主流教育课程,每种课程都有自己独特的特点、优点和缺点。本章探讨了影响学校选择的因素,这与所提供的教育课程有关,以及它如何影响学生的教育质量。本章还探讨了游戏化理论在孟加拉国的实施,以确保优质的小学教育。
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引用次数: 3
Live Long and Educate 长寿和教育
Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-7271-9.ch011
Samantha Taylor, Binod Sundararajan, Cora-Lynn Munroe-Lynds
Using the lenses of Vygotskian constructivism, situated cognition, the antecedents of flow, and a pedagogy interwoven with the multiliteracy framework, the authors present a COVID-19 simulation game. The game has multiple levels, challenges, disrupters, and allows for student player groups to work together (i.e., collaborate within and across player groups) to achieve the strategic objectives of the game. The player groups have an overall goal to minimize loss of life, while other parameters need to be optimized, depending on the stakeholder group that the player group is role-playing. While the game can be digitized, it is presented in a manner that allows instructors to implement the game simulation right away in their classrooms. Assessment rubrics, decision matrix templates, and debriefing notes are provided to allow for student learners to reflect on their decisions (based on course concepts) both individually and as a player group.
作者利用维果茨基建构主义、情境认知、心流前因以及与多元读写框架交织在一起的教学法的视角,提出了一款COVID-19模拟游戏。该游戏有多个关卡、挑战和干扰因素,并允许学生玩家群体一起工作(即在玩家群体内部或跨玩家群体合作),以实现游戏的战略目标。玩家群体有一个最小化生命损失的总体目标,而其他参数需要优化,这取决于玩家群体所扮演的角色。虽然游戏可以数字化,但它的呈现方式允许教师在教室中立即实施游戏模拟。提供了评估规则、决策矩阵模板和汇报笔记,以允许学生学习者单独或作为玩家群体反思他们的决定(基于课程概念)。
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引用次数: 0
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Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning
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