调查开放教育平台上用户生成的微游戏促进教学的设计、参与和体验情况

Imam Fitri Rahmadi, Zsolt Lavicza, Selay Arkün Kocadere, Tony Houghton, Jonathan Michael Spector
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摘要

用户生成的微游戏是指由非专业人员在开放平台上制作的非常简单的游戏,虽然这种游戏很受欢迎,而且在促进学习方面似乎具有相当大的优势,但要确定其在教学实践中的潜力,还需要进一步的探索。本研究调查了开放教育平台上由用户生成的微游戏所促进的教学设计、参与和体验。通过探索性实验研究方法,四名小学教师在有 129 名学生参加的 GeoGebra 课堂上利用这些非常小的游戏设计并实施了基于微游戏的学习。研究数据来自教案、课堂活动记录和自我反思问卷。这项研究显示,教师们在设计学习时采用了各种用户生成的微游戏和汇报方法,尊重学习内容,但他们通过在主课中间插入基于微游戏的学习,分享了比较相似的情景。虽然总参与时间超过了学生人数,但汇报活动的完成率却是最低的。教师们发现,用户生成的微游戏虽然仅限于一名玩家,界面也比较简单,但可以用来安排短期的严肃游戏课程。尽管学生们认识到了这些微游戏的一些缺点,如缺少学习指导和界面不完善,但到目前为止,他们还是很喜欢通过玩游戏来学习。本研究最重要的意义在于为小学的微游戏课程提供足够的指导和额外的时间,以确保可持续地完成介绍、游戏和汇报活动。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

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Investigating the design, participation and experience of teaching and learning facilitated by user-generated microgames on an open educational platform

Although user-generated microgames, defined as very simple games made by non-professionals on open platforms, are popular and appear to have considerable advantages in facilitating learning, further exploration is needed to establish their potential in instructional practices. The present study investigates the design, participation and experience of teaching and learning facilitated by user-generated microgames on an open educational platform. Through an exploratory experiment research method, four elementary school teachers designed and implemented microgame-based learning utilising these very small games on GeoGebra Classroom attended by 129 students. Data were gathered from lesson plans, classroom activity records and self-reflection questionnaires. This study revealed that teachers designed learning with various user-generated microgames and debriefing methods respecting learning content, but they shared comparatively similar scenarios by inserting microgame-based learning into the middle of the main session. The completion rate for the debriefing activity is minimum although the total joining times overshoot the number of students. Teachers found that user-generated microgames are acceptable to orchestrate short serious gaming sessions even though they are limited to one player with basic interfaces. Notwithstanding several disadvantages of these microgames recognised by students, such as missing learning instructions and inadequate interfaces, they so far enjoy learning by playing the games. The most critical implication of this study is to provide sufficient instructions and additional time for microgaming sessions in elementary schools to ensure sustainable completion of the briefing, playing and debriefing activities.

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