基于团队学习的游戏开发活动分析

Akiko Teranishi, M. Nakayama, T. Wyeld, M. Eid
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引用次数: 2

摘要

我们调查了使用基于团队的学习(TBL)的游戏开发活动,以确定影响产品可用性的因素。在这项研究中,来自两个不同国家的三个团队进行了比较。作为相关因素,我们考察了以下因素来分析与可用性得分的关系:(1)学习反思,(2)团队内的社交媒体沟通,(3)参与者’特点与信息素养。可用性分数是通过其他团队的评估使用系统可用性量表(SUS)来传达的。参与者# x2019;在项目开始前,作为预测试,测量了特征和信息素养。每个小组通过社交媒体的讨论和交流被分类为:建议、许可、鼓励和承认,使用协议分析来检查他们对可用性得分的贡献。在完成研究项目后,所有参与者完成一份学习反思问卷,评估学习效果、学习满意度、学习成就和学习困难。
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Analysis of Game Development Activity Using Team-Based Learning
Game development activity using Team-based Learning (TBL) was investigated in order to identify factors contributing to the usability of the product. In this study, three teams from two different countries are compared. As the related factors, the followings were examined to analyze the relationships with usability scores: (1) learning reflection, (2) social media communications within teams, and (3) participants’ characteristics and information literacy. Usability scores were conveyed using a System Usability Scale (SUS) by evaluations from the other teams. The participants’ characteristics and information literacy were measured before starting the project as a pre-test. The discussions and communications via social media of each group were categorized as: Proposal, Permission, Encouragement, and Acknowledgment, using protocol analysis to examine their contributions towards the usability scores. After completing the study project, a learning reflection questionnaire was completed by all participants to evaluate efficacy, satisfaction and achievement of learning, and difficulties.
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