培训教师设计基于游戏的学习活动:来自试点项目的证据

IF 1.2 Q2 EDUCATION & EDUCATIONAL RESEARCH COMPUTERS IN THE SCHOOLS Pub Date : 2023-10-29 DOI:10.1080/07380569.2023.2271462
Manuela Cantoia, Andrew Clegg, Andrea Tinterri
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引用次数: 1

摘要

摘要基于游戏的学习(GBL)提供了直接的经验、反思和自我评估的机会。为了支持他们在GBL方面的知识和专业知识,一组意大利教师自愿参加了为期四个月的免费在线培训,内容涉及GBL特征和GBL设计,以便在大流行期间在学校玩游戏。在培训之前,教师对GBL的潜力有非常高的普遍信任,尽管接触有限。经过培训,教师对GBL有了更深刻的见解和期望,增强了他们对GBL的积极感受。该研究还分析了教师在混合和数字学习环境中实施GBL活动的方法选择和技能。教师使用游戏来实现不同的目标,以促进学生在危机时期的参与和学术连续性,同时也作为一种灵活有效的环境,在面对面和远程教育中促进积极的学习策略。关键词:基于游戏的学习教师培训教育中的电子游戏在线和混合学习教师自我效能远程学习作者感谢FEM基金会的Donatella Solda和Damien Lanfrey为项目的构思做出了贡献,为课程的举办和实施提供了资源。作者还要感谢Massimiliano Andreoletti对项目设计和实施的贡献,Anna Ragosta和Giordano Vignoli对教师项目的独立评估。作者感谢所有参与该项目的教师,并分享了他们的想法和实践。作者贡献smc和AT对概念化、方法论、形式分析、调查、数据管理、写作原稿准备、审查和编辑做出了贡献。AC参与了写作、审查和编辑。所有作者都已阅读并同意稿件的出版版本。披露声明作者未报告潜在的利益冲突。注1 https://en.wikipedia.org/wiki/Video_game(最后访问日期:2023年7月3日)2 https://beinternetawesome.withgoogle.com/en_us/interland。最后访问日期:2023年7月3日。
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Training Teachers to Design Game-Based Learning Activities: Evidence from a Pilot Project
AbstractGame-based learning (GBL) provides direct experience, reflection, and self-assessment opportunities. To support their knowledge and expertise on GBL, a group of Italian teachers volunteered in a four-month, free-access online training on GBL characteristics and GBL design to take games in school during the pandemic. Before the training, teachers had very high and generalized trust in relation to the potential of GBL, despite limited exposure. After the training, teachers developed more insightful opinions and expectations, strengthening their positive feeling of GBL. The study also analyzed teachers’ methodological choices and skills in implementing GBL activities in blended and digital learning environments. Teachers used games for different goals to promote student engagement and academic continuity in times of crisis, but also as a flexible and effective environment to promote active learning strategies in both face to face and distance education.Keywords: Game-based learningteacher trainingvideogames in educationonline and blended learningteacher self-efficacydistance learning AcknowledgementsThe authors would like to thank Donatella Solda and Damien Lanfrey from FEM Foundation for contributing to the project ideation, providing the resources for hosting, and implementing the course. The authors would also like to thank Massimiliano Andreoletti for the contribution to the project design and implementation, Anna Ragosta and Giordano Vignoli for the independent evaluation of the teacher projects. The authors thank all the teachers who participated in the project and shared their thoughts and practices.Author contributionsMC and AT contributed to conceptualization, methodology, formal analysis, investigation, data curation, writing—original draft preparation, review, and editing. AC contributed to the writing—review and editing. All authors have read and agreed to the published version of the manuscript.Disclosure statementNo potential conflict of interest was reported by the authors.Notes1 https://en.wikipedia.org/wiki/Video_game (last accessed 3/7/2023)2 https://beinternetawesome.withgoogle.com/en_us/interland. Last accessed 3/7/2023.
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来源期刊
COMPUTERS IN THE SCHOOLS
COMPUTERS IN THE SCHOOLS EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
2.40
自引率
11.10%
发文量
23
期刊介绍: Under the editorship of D. LaMont Johnson, PhD, a nationally recognized leader in the field of educational computing, Computers in the Schools is supported by an editorial review board of prominent specialists in the school and educational setting. Material presented in this highly acclaimed journal goes beyond the “how we did it” magazine article or handbook by offering a rich source of serious discussion for educators, administrators, computer center directors, and special service providers in the school setting. Articles emphasize the practical aspect of any application, but also tie theory to practice, relate present accomplishments to past efforts and future trends, identify conclusions and their implications.
期刊最新文献
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