在游戏和技术教育课程开发中测量学生对基于游戏的学习的接受程度

Nada Saleh, E. Prakash, R. Manton
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引用次数: 9

摘要

技术教育是利用技术进行学习的现代化实践。寓教于乐是一种以娱乐为教育目的,以电子游戏为教育手段的教育。这是一种混合学习系统,基本上依赖于叙述、视觉材料或游戏式格式,较少使用说教式的演讲风格,采用更非正式的方式。基于游戏的学习或寓教于乐,就像其他基于技术的教育方法一样,正在西方或发达国家使用。沙特阿拉伯和其他阿拉伯国家一样被认为是一个发展中国家;因此,计算机教育最近出现在沙特阿拉伯的教育中。因此,研究沙特教育系统的这一新发展将对沙特教育系统的发展速度产生重大影响。然而,目前还没有针对新课程设计的寓教于乐游戏。因此,本研究的最终目的是设计一种新的寓教于乐的游戏,用于计算机技术课程。为了设计一个高效的寓教于乐游戏系统,我们将测量寓教于乐游戏的有效性和学生的态度,以了解他们对新的寓教于乐工具和课程的技术接受程度。研究采用基于四个因素的技术接受模型(TAM)进行;可用性,有用性,易用性和有效性。
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Measuring student acceptance of game based learning for game and technology education curriculum development
Technological education is the modernized practice of learning through the use of technologies. Edutainment is a kind of education which integrates entertainment for educational purposes and uses video games for education. It is a hybrid learning system that depends basically on narrative, visual materials or game-like formats, with less didactic address styles and on a more informal way. Game based learning or edutainment, just like other technology-based education methods, is being used in western or developed countries. Saudi Arabia is considered a developing country just like other Arab countries; hence, computer education has recently appeared in Saudi Arabian education. Therefore, studying this new development in the Saudi educational systems will effect significantly on the speed of developing the educational systems in Saudi Arabia. However, no edutainment games have been designed for this new curriculum. Therefore this research ultimately aims to design a new edutainment game to be used for the computer technology curriculum. To design an efficient edutainment game system, edutainment game effectiveness and the attitudes of students will be measured to know their technology acceptance level for the new edutainment tool and curriculum. The study is carried out using Technology Acceptance Model (TAM), based on four factors; usability, usefulness, ease of use and effectiveness.
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