运用数字游戏学习提高职业教育学生学习效率

S. Roodt, Yusuf Ryklief
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引用次数: 8

摘要

教育工作者已经开始探索基于数字游戏的学习(DGBL)的潜力,以增强学生的学习体验。本实验研究的目的是探讨DGBL在南非职业教育学生中提高学习效率的潜力。学生被分为两组,实验组和对照组。每一组都接受计算机编程的课程指导,但使用不同的教学策略。在计划干预之后,通过干预前和干预后测试的对比结果来衡量两组学生的学术成就。通过干预后问卷的反馈来测量学习者的动机。研究结果显示,学生的学习动机对学业成绩有显著影响,使用DGBL教学策略的学生学业成绩优于传统教学策略的学生。
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Using Digital Game-Based Learning to Improve the Academic Efficiency of Vocational Education students
Educators have started exploring the potential of digital game-based learning (DGBL) to enhance the learning experience of students. The objective of this experimental research was to explore the potential of DGBL to improve the academic efficiency among vocational education students in South Africa. Students were separated into two groups, an experimental group and control group. Each group received course instruction in the subject of computer programming but using differing instructional strategies. Subsequent to the planned intervention, the academic achievements of both groups were measured through the contrasting results received for pre- and post-intervention tests. The learner-motivation was measured through feedback elicited via a post-intervention questionnaire. Results of the study revealed that the learning motivation of students had a significant impact on their academic achievement, and the academic achievement of students using DGBL as an instructional strategy were better than those learning through the traditional approach.
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