对讲座中手机游戏概念的评价

Alf Inge Wang, Terje Øfsdahl, Ole Kristian Mørch-Storstein
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引用次数: 77

摘要

本文描述了一种新的游戏概念的评估,讲座测验,它可以在高等教育的讲座中使用,以促进学生的强烈参与和讲座教学方式的变化。讲座游戏使用的设备和基础设施已经在课堂上可用,如教师的便携式电脑,一个大屏幕和视频投影仪,网络连接,学生的手机。主游戏运行在投影在大屏幕上的教师个人电脑上,而学生将使用自己的手机与游戏互动。Lecture Quiz是一款多人问答游戏,它提供了一种游戏模式的变化,无限数量的玩家可以同时玩。像课堂测验这样的游戏对于测试和排练理论是最有用的。作为奖励,老师将获得学生实际学习了多少理论的定量数据。在一个软件架构的课堂上,20名学生先玩了这个游戏,然后填写了一份评估表。评估的重点是系统的可用性和在讲座中使用讲座测验的感知有用性。评价结果表明,讲座测验易于使用,并有助于提高学习。此外,课堂测试被认为是有趣的,一半的学生声称,如果这种系统经常使用,他们会参加更多的讲座。
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An Evaluation of a Mobile Game Concept for Lectures
This paper describes an evaluation of a new game concept, Lecture Quiz, which can be used in lectures in higher education to promote strong student participation and variation in how lectures are taught. The lecture game uses the equipment and infrastructure already available in lecture halls like the teacherpsilas portable PC, a large screen and a video projector, network connections, and the studentspsila mobile phones. The main game runs on the teacherpsilas portable PC projected on a large screen, whereas the students will interact with the game using their own mobile phones. Lecture Quiz is a multiplayer quiz game, which offers a variation in game modes where unlimited number of players can play simultaneously. Games like Lecture Quiz are most useful for testing and rehearsing theory. As a bonus, the teacher will get quantitative data on how much of the theory the students actually have learned. The evaluation of Lecture Quiz was performed in a software architecture lecture where twenty students first played the game and then were asked to fill in an evaluation form. The focus of the evaluation was on usability of the system and the perceived usefulness of using Lecture Quiz in lectures. The results of the evaluation show that Lecture Quiz was easy to use and that it contributed to increased learning. Further, Lecture Quiz was perceived as entertaining, and half of the students claimed they would attend more lectures if such systems were used regularly.
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