以金融为例的基于游戏的学习

Simon Josiek, Sebastian Schleier, Tobias Steindorf, R. Wittrin, Manuel Heinzig, Christian Roschke, Volker Tolkmitt, M. Ritter
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引用次数: 0

摘要

向数字化教学的转变导致对互动式教学方法的需求增加。基于游戏的学习将教学内容与激励应用相结合。学习模拟Finanzmars使用基于游戏的学习(game - based learning)的元素为学习游戏准备经济学领域经典讲座的内容。模拟是针对工商管理或类似课程的学生。教学人员可以使用外部配置工具直接编辑和扩展内容。知识转移伴随着微学习,系统地介绍越来越复杂的主题,与游戏元素的互动以及通过游戏内的成功(如付费货币)增加动机。玩家发现自己处于经济模拟中,目标是以盈利和优化的方式开发火星资源。在游戏中,可以建造、升级和修复建筑物,通过研究开发未来技术,出口资源并扩展到其他天体。这些功能基于现实世界中可能的行动方案,其机制在金融主题讲座中发挥了核心作用。通过记录和游戏目标的评估,教师可以跟踪学生的进度。我们对12名工商管理硕士学生的评估显示,经济专业知识有所增加。此外,根据DIN EN ISO 9241-11对相关标准化AttrakDiff问卷的评估证明,该应用程序是面向行动和用户友好的。关于学习过程和教学概念的环境描述主要在Marc Ritter, Christian Roschke和Volker Tolkmitt的出版物“Finanzmars im Kosmos von Blended Learning”中完成,他们在2019年的CARF Lucerne会议上获得了教学最佳论文奖。本出版物着重于系统阐述游戏设计和实施,以期提高学习成功率。
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Game-Based Learning Using the Example of Finanzmars
The shift towards digital teaching is leading to an increased need for interactive teaching methods. Game-Based Learning combines teaching content with a motivating application. The learning simulation Finanzmars uses elements from Game-Based Learning to prepare the contents of a classical lecture in the field of economics for a learning game. The simulation is aimed at students of business administration or similar courses of study. The contents can be edited and extended directly by the teaching staff using an external configuration tool. The knowledge transfer is flanked by Micro Learning, systematic introductions to increasingly complex subjects, interaction with game elements and increased motivation through in-game successes such as a premium currency. The player finds himself in an economic simulation with the goal of exploiting the resources of Mars in a profitable and optimized way. In the game, construction, upgrading and repair of buildings, the development of future technology through research, the export of resources and expansion to other celestial bodies are available. The functionalities are based on possible courses of action in the real world, whose mechanisms play a central role in the lecture on the topic of finance. By means of logging and the evaluation of in-game objectives, the teachers can track the progress of the students. Our evaluation of 12 Master's students in Business Administration shows that there is an increase in economic expertise. Furthermore, the evaluation of the associated standardized AttrakDiff questionnaire according to DIN EN ISO 9241–11 certifies that the application is action-oriented and user-friendly. The description of the environment with regard to the course of studies and the teaching concept was largely done in the publication “Finanzmars im Kosmos von Blended Learning” by Marc Ritter, Christian Roschke and Volker Tolkmitt, who received the Best Paper Award in Teaching at the CARF Lucerne Conference in 2019. This publication focuses on the systematic elaboration of game design and implementation with a view to increasing learning success.
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