将沉浸式场景和互动情境线索脚手架融入决策分析能力训练游戏

IF 4 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Journal of Educational Computing Research Pub Date : 2023-09-29 DOI:10.1177/07356331231205058
Chih-Chung Chien, Yen-Ting Ho, Huei-Tse Hou
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引用次数: 0

摘要

在后疫情时代,不受空间限制的远程教育和培训模式正逐渐成为培训的新趋势。基于游戏的训练结合情境模拟是一种潜在的方法。本研究以模拟公司场景和晋升考核决策分析任务为游戏情境,提出了模拟情景场景与交互式情境线索脚手架相结合的创新游戏机制,以提升学习效果。本研究使用Gather Town平台设计模拟办公场景,使用Google Forms设计交互式上下文线索脚手架。本研究对这一机制进行了实证研究,将60名参与者分为实验组和对照组,实验组进行游戏活动,对照组只提供文档文件作为比较分析的脚手架。研究结果表明,所提出的沉浸式场景与交互式情境线索脚手架相结合的探索引导机制可以让学习者体验到较高的游戏保真度,提高脚手架的发现率和有用性。减少了学习焦虑,保持了学习动机和高心流,学习效果显著高于对照组。
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Integrating Immersive Scenes and Interactive Contextual Clue Scaffolding Into Decision-Making Analysis Ability Training Game
In the post-pandemic era, distance education and training modes without space constraints are gradually becoming a new trend in training. Game-based training combined with situational simulations is a potential approach. This study used a simulation company scenario and a decision-making analysis task of promotion assessment as the game context, and proposed an innovative game mechanism integrating the simulation situation scenario and the interactive contextual clue scaffolding as a guide to enhance learning effectiveness. This study used the Gather Town platform to design a simulation office scenario, and Google Forms to design interactive contextual clue scaffolding. This study conducted empirical research to evaluate this mechanism, with a total of 60 participants divided into an experimental group that conducted game activities and a control group that was only provided with document files as scaffolding for comparative analysis. The results of the study revealed that the proposed exploration guidance mechanism of integrating immersive scenes and interactive contextual clue scaffolding could allow learners to experience a high level of game fidelity and increase the discovery rate and usefulness of the scaffolding. It also reduced learning anxiety, maintained learning motivation and high flow, and resulted in significantly higher learning effectiveness than the control group approach.
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来源期刊
Journal of Educational Computing Research
Journal of Educational Computing Research EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
11.90
自引率
6.20%
发文量
69
期刊介绍: The goal of this Journal is to provide an international scholarly publication forum for peer-reviewed interdisciplinary research into the applications, effects, and implications of computer-based education. The Journal features articles useful for practitioners and theorists alike. The terms "education" and "computing" are viewed broadly. “Education” refers to the use of computer-based technologies at all levels of the formal education system, business and industry, home-schooling, lifelong learning, and unintentional learning environments. “Computing” refers to all forms of computer applications and innovations - both hardware and software. For example, this could range from mobile and ubiquitous computing to immersive 3D simulations and games to computing-enhanced virtual learning environments.
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