影响工程教育采用数字游戏的观念和因素:一项混合方法研究。

IF 8.6 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH International Journal of Educational Technology in Higher Education Pub Date : 2023-01-01 DOI:10.1186/s41239-022-00369-z
Chioma Udeozor, Fernando Russo-Abegão, Jarka Glassey
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引用次数: 5

摘要

数字游戏被认为与高等教育相关,因为它们能够培养真实、主动和体验式的学习机会,这在工程教育中很重要。然而,作为一种相对较新的教学工具,我们需要了解工科学生的看法,并确定影响他们采用游戏学习的因素。到目前为止,只有少数研究调查了高等教育学生对学习游戏的看法,而针对工科学生的研究就更少了。为了弥补这一研究差距,目前的研究采用混合方法研究设计,以确定影响工程专业学生采用数字学习游戏的因素,以及他们对工程教育中使用游戏的总体看法。从分析的定量和定性数据中得出的结果表明,工科学生重视趣味性、参与性以及与课程的相关性,这些因素会影响他们在工程教育中使用数字游戏的意愿。学生们也对使用数字游戏进行学习持开放态度,但对使用它们进行评估持抵制态度。这些发现对游戏设计和游戏课堂部署都有影响,因为它们分别为游戏设计师和教育工作者提供了在游戏设计和课堂部署中需要考虑的因素。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

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Perceptions and factors affecting the adoption of digital games for engineering education: a mixed-method research.

Digital games are considered relevant in higher education due to their ability to foster authentic, active and experiential learning opportunities that are of importance in engineering education. However, as a relatively new pedagogical tool, there is the need to understand the perceptions of engineering students as well as to identify factors that influence their adoption of games for learning. So far, only a few studies have investigated the perceptions of higher education students towards learning games and even fewer for engineering students. To bridge this research gap, the current study utilises a mixed-method research design to identify factors that influence the adoption of digital learning games by engineering students as well as their overall perceptions of the use of games for engineering education. Results from the analysed quantitative and qualitative data suggest that engineering students value fun and engagement as well as relevance to the curriculum as factors that would influence their intentions to use digital games for engineering education. Students also showed openness to the use of digital games for learning, but resistance to their use for assessment. These findings have implications for the design of games and classroom deployment of games, as these provide insights to game designers and educators on the factors to consider in the design and classroom deployment of games, respectively.

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来源期刊
CiteScore
19.30
自引率
4.70%
发文量
59
审稿时长
76.7 days
期刊介绍: This journal seeks to foster the sharing of critical scholarly works and information exchange across diverse cultural perspectives in the fields of technology-enhanced and digital learning in higher education. It aims to advance scientific knowledge on the human and personal aspects of technology use in higher education, while keeping readers informed about the latest developments in applying digital technologies to learning, training, research, and management.
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