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Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning最新文献

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Astronomy and Space-Themed Mobile Games 天文和太空主题手机游戏
Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-7271-9.ch033
G. Bampasidis, Apostolia Galani, Constantine Skordoulis
This chapter aims to contribute to the discussion of incorporating mobile games with astronomy and space themes in order to support science learning. One concern is when these games include erroneous science content. In this case, they may build or enhance misconceptions or misunderstandings, which eventually create learning barriers. The authors try to determine the learning strategies or pedagogies which can be used to incorporate such games in science education. Research on which characteristics these games should have is also presented. Game-based learning is in alignment with acquiring and developing 21st century literacy skills. One of these skills, information literacy, is related to domain knowledge learning.
本章旨在促进将移动游戏与天文学和空间主题相结合的讨论,以支持科学学习。一个问题是这些游戏是否包含错误的科学内容。在这种情况下,他们可能会建立或加强误解或误解,最终造成学习障碍。作者试图确定可用于将此类游戏纳入科学教育的学习策略或教学法。本文还对这些游戏应该具备哪些特征进行了研究。以游戏为基础的学习与获取和发展21世纪的识字技能是一致的。其中一项技能是信息素养,它与领域知识学习有关。
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引用次数: 0
Factors Affecting the Successful Implementation of an E-Education Policy and Community Engagement 影响电子教育政策成功实施的因素及社区参与
Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-7271-9.ch030
Absolom Muzambi, L. Goosen
In order to provide readers with an overview and summarize the content, the purpose of this chapter is stated as reporting on an investigation around acquiring 21st century skills through e-learning. This study takes place against the background of the factors affecting the successful implementation of an e-education policy and community engagement. In terms of research methodology, a case study is used of a specific high (secondary) school in the Metro North district of the Western Cape province, South Africa.
为了给读者提供一个概述和总结内容,本章的目的是报告一项关于通过电子学习获得21世纪技能的调查。本研究的背景是影响电子教育政策成功实施和社区参与的因素。在研究方法方面,使用了一个案例研究在西开普省的地铁北区的一个特定的高中(中学)学校,南非。
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引用次数: 0
Gamification and Mobile Learning 游戏化和移动学习
Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-7271-9.ch032
Ana Nobre, Vasco Nobre
Gamification has been a very frequent research topic in the area of education in recent years, with some positive results, such as increasing student engagement and motivation. However, studies on gamification as an instructional strategy are recent and need more data to help teachers in its use in the classroom. Thus, this work describes a gamification experience of a social game with graduate students, teachers in primary and secondary education, and discusses how the elements present in games can provide engagement and favor learning. Furthermore, the authors present the Kahoot app as a possibility to stimulate and engage students in the teaching-learning process, analyzing some implications of learning with a mobile device. The results had a positive impact on increasing student engagement in both Game Social and Kahoot. Therefore, gamification and mobile learning can be good alternatives to increase the quality of teaching, generating meaningful experiences in the classroom.
近年来,游戏化在教育领域一直是一个非常频繁的研究课题,并取得了一些积极的成果,例如提高了学生的参与度和积极性。然而,关于游戏化作为一种教学策略的研究是最近的,需要更多的数据来帮助教师在课堂上使用它。因此,本文描述了研究生、小学和中学教师在社交游戏中的游戏化体验,并讨论了游戏中的元素如何提供粘性和促进学习。此外,作者还提出了Kahoot应用程序作为一种刺激和吸引学生参与教学过程的可能性,并分析了使用移动设备学习的一些含义。调查结果对提高Game Social和Kahoot的学生参与度产生了积极影响。因此,游戏化和移动学习可以很好地提高教学质量,在课堂上产生有意义的体验。
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引用次数: 0
Enhancing Literacy Skills Using Indigenous Games 利用土著游戏提高读写能力
Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-7271-9.ch021
R. Tshifhumulo, L. D. Tshikukuvhe, Talifhani Trevor Ramatswi
This chapter explores the possibility of enhancing literacy skills using indigenous games played by Vhavenda children at foundation phase. It critically analyses different types of Vhavenda games played by children which are ndode, mufuvha, muravharavha, and tsetsetse or trere-tsere to solicit the possibility to enhance literacy skills. Methodologically, this study aligns with the use of qualitative approach where researchers collected data using interviews and observations. The focus is on Vhavenda indigenous games that can be adopted by other cultures to enhance learning inside and outside the classroom environment. The results found that indigenous games develop several literacy skills inclusive of school, arithmetic, communication, cultural, emotional, and physical literacies which are very important for total development of children. Games are enjoyable and interesting and as such make learning fun.
本章探讨了利用Vhavenda儿童在基础阶段所玩的土著游戏来提高读写技能的可能性。它批判性地分析了儿童玩的不同类型的Vhavenda游戏,包括ndode, mufuvha, muravharavha和tsetsetse或tree -tsere,以寻求提高识字技能的可能性。在方法上,本研究与定性方法的使用一致,研究人员通过访谈和观察收集数据。重点是Vhavenda本土游戏,这些游戏可以被其他文化所采用,以促进课堂内外的学习。结果发现,土著游戏培养了多种识字技能,包括学习、算术、沟通、文化、情感和身体素养,这些对儿童的全面发展非常重要。游戏是令人愉快和有趣的,因此使学习变得有趣。
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引用次数: 0
Providing Validity Evidence for Ignite by Hatch 为Hatch引燃提供有效性证据
Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-7271-9.ch037
Hannah Luce, R. Lambert
The authors of this study seek to provide practitioners with evidence to support the instructional value of Ignite by Hatch, a digital learning game designed for preschool children. Analyses were conducted using the entire population of three- and four-year-old children who used Ignite during the 2020-2021 academic year (n = 29,417) and included the use of descriptive statistics to explore patterns of growth and the Rasch measurement model to explore item difficulty. This chapter also features a preliminary crosswalk establishing the alignment between the domains, subdomains, and games presented within the Ignite game environment and the learning goals provided by the North Carolina Foundations for Early Learning and Development framework. Results suggest strong preliminary evidence in support of the instructional value of Ignite by Hatch. Further research is recommended to understand how knowledge and skill acquisition within the game environment translate to developmental growth outside of the gaming environment.
本研究的作者试图为从业者提供证据来支持Ignite by Hatch的教学价值,这是一款为学龄前儿童设计的数字学习游戏。对2020-2021学年期间使用Ignite的所有3岁和4岁儿童(n = 29,417)进行了分析,包括使用描述性统计来探索成长模式,使用Rasch测量模型来探索项目难度。本章还以初步的交叉通道为特色,建立了Ignite游戏环境中呈现的域、子域和游戏与北卡罗来纳早期学习和发展基金会框架提供的学习目标之间的一致性。结果表明,初步证据有力地支持了Hatch的Ignite教学价值。我们建议进行进一步研究,以了解游戏环境中的知识和技能获取如何转化为游戏环境之外的发展成长。
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引用次数: 1
How Gaming and Formative Assessment Contribute to Learning Supplementary and Complementary Angles 游戏和形成性评估如何有助于学习补充和互补角度
Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-7271-9.ch039
Elvira Lázaro Santos, Leonor Santos
This chapter presents an empirical research where the authors developed tasks based on a digital game supported by assessment strategies. The study is interpretative in nature, in a case study design. The authors designed tasks with technology and assessment strategies in a collaborative work context implemented in a mathematics classroom with 5th grade students (students 10 years old). The results evidence that the use of a digital game and formative assessment have contributed to the learning of complementary and supplementary angle pairs, giving meaning to their utilization as an effective strategy.
本章提出了一项实证研究,其中作者基于评估策略支持的数字游戏开发任务。这项研究本质上是解释性的,是一个案例研究设计。作者在一个五年级学生(学生10岁)的数学课堂上设计了协作工作背景下的技术和评估策略任务。结果表明,数字游戏和形成性评估的使用有助于互补和互补角度对的学习,为将其作为一种有效策略提供了意义。
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引用次数: 0
Worldbuilding, Gaming, and Multiliteracies in an Online First-Year Seminar 一年级在线研讨会中的世界建设、游戏和多元文化
Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-7271-9.ch012
Brian Angus McKenzie
This chapter provides a case study of the use of worldbuilding for role-playing games as the foundation for a first year multiliteracies seminar. The author provides an overview of teaching and learning during the pandemic in the Irish context. The chapter provides practical advice on using a MediaWiki installation as the infrastructure for worldbuilding projects. The author shows how this imparts important digital literacies and allows for a critical apprehension of Wikipedia itself. The author argues that online learning and professional development benefit from a multiliteracies approach and, furthermore, that worldbuilding is a useful strategy for overcoming the limitations of online learning while at the same time achieving rigorous learning outcomes.
本章提供了一个在角色扮演游戏中使用世界构建的案例研究,作为第一年多元文化研讨会的基础。作者概述了疫情期间爱尔兰的教学情况。本章提供了使用MediaWiki安装作为世界构建项目基础设施的实用建议。作者展示了这如何赋予重要的数字素养,并允许对维基百科本身进行批判性的理解。作者认为,在线学习和专业发展受益于多元文化方法,此外,世界建设是克服在线学习局限性的有效策略,同时获得严格的学习成果。
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引用次数: 0
Using Game-Based Learning to Improve Boys' Literacy 利用游戏学习提高男孩的读写能力
Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-7271-9.ch013
Minda M. B. Marshall, Marinda Marshall
This chapter foregrounds an online gamified visual intelligence innovation (eyebraingym) developed to enhance visual processing skills, improve memory and vocabulary, and increase reading fluency. The explicit aim of the innovation is to improve comprehension towards visual intelligence. Ninety-eight Grade 8 learners at a South African Boy's School completed their online development during the 2021 academic year. These learners were part of a group of students participating in a whole school reading and literacy intervention program. The innovation is an integral part of this ongoing project. Their interaction with the innovation consists of 15 sessions completed once or twice a week for 20 – 40 minutes over five months. The results of the project are positive. It shows that most participating students improved their perceptual development and reading speed (VPF) and cognitive development and comprehension skills (CDF). In addition, these outcomes transferred to improved relative efficiency when working with information (AIUF).
本章介绍了一种在线游戏化视觉智能创新(eyebraingym),旨在提高视觉处理技能,提高记忆力和词汇量,并提高阅读流畅性。创新的明确目标是提高对视觉智能的理解。南非一所男子学校的98名8年级学生在2021学年完成了他们的在线开发。这些学习者是参加全校阅读和读写干预计划的一组学生的一部分。创新是这个正在进行的项目的一个组成部分。他们与创新的互动包括15个环节,每周完成一次或两次,每次20 - 40分钟,持续5个月。该项目的结果是积极的。结果表明,大多数学生的感知发展和阅读速度(VPF)以及认知发展和理解技能(CDF)都得到了提高。此外,这些结果转化为在处理信息(AIUF)时提高的相对效率。
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引用次数: 0
Exploring the Use of African Indigenous Games in Teaching Critical Thinking Skills 探索非洲土著游戏在批判性思维技能教学中的应用
Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-7271-9.ch022
H. Mulaudzi, R. Tshifhumulo, T. J. Makhanikhe
Critical thinking skills are fundamental for both undergraduate and postgraduate students in the academic environment. These skills allow students to question and reflect on the knowledge and information presented to them. These skills can be learned differently through various instruments. This chapter explores how this game can contribute towards teaching critical thinking skills. There are various indigenous games played in Vhavenda culture. The researchers focus on an indigenous game, Duvheke. The chapter employs game-based pedagogy as a theory that underpins this study. Methodologically, the chapter assumes a qualitative complexion because it seeks to collect in-depth information about Duvheke and how it can be used in teaching critical thinking skills first entering students in a rural university. The data collection method used is interviews which were collected from first entering students. Preliminary findings suggest that critical thinking is needed to play Duvheke. The chapter suggests that Duvheke can be a valuable tool in teaching critical thinking skills.
在学术环境中,批判性思维能力是本科生和研究生的基础。这些技能允许学生质疑和反思呈现给他们的知识和信息。这些技能可以通过不同的工具来学习。本章探讨了这个游戏如何有助于教授批判性思维技能。在瓦文达文化中有各种各样的土著游戏。研究人员专注于一种土著游戏,Duvheke。本章采用基于游戏的教学法作为支撑本研究的理论。在方法上,本章采用定性的方式,因为它试图收集有关Duvheke的深入信息,以及如何将其用于教授一所农村大学的学生批判性思维技能。使用的数据收集方法是访谈,从第一次进入学生收集。初步研究结果表明,玩Duvheke需要批判性思维。这一章表明,Duvheke可以成为教授批判性思维技能的宝贵工具。
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引用次数: 0
The Transformation of Literacy and Media Literacy 读写能力的转型与媒介素养
Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-7271-9.ch019
Hacer Dolanbay
Whether we call it the age of information, the age of digitalization, or the informatics, this century is an era in which rapid technological developments are taking place and will continue without stopping. The importance of using the media consciously and appropriately is increasing by reducing the effects of the media on individuals with many positive and negative characteristics. Having media literacy skills, which is one of the basic skills of the new century, is important in learning how tool live with the media. Becoming a conscious media consumer and producer, the way to realize the reality in the media is to have media literacy skills which is one of the basic skills of the new century. This chapter is mainly aimed at studying the dynamics that makeup media literacy and media literacy skills. How the century has transformed to meet the needs of its students will be highlighted within the context of media literacy. Then, the chapter will be completed by explaining how media literacy is reflected in pedagogy with examples suitable for different courses and levels.
无论我们称之为信息时代、数字化时代还是信息学时代,本世纪都是一个技术飞速发展的时代,而且还将持续下去。通过减少媒体对具有许多积极和消极特征的个人的影响,有意识和适当地使用媒体的重要性正在增加。媒介素养是学习如何与媒介共存的重要手段,是新世纪的基本技能之一。成为有意识的媒介消费者和生产者,实现媒介现实的途径是具备媒介素养技能,这是新世纪的基本技能之一。本章主要研究媒介素养与媒介素养技能形成的动态关系。在媒体素养的背景下,这个世纪是如何转变以满足学生的需求的将被强调。然后,本章将以适合不同课程和水平的例子解释媒体素养如何反映在教育学中来完成。
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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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