通过基于数字游戏的学习提高学习成绩和参与度:初中生实证研究

IF 4 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Journal of Educational Computing Research Pub Date : 2024-03-25 DOI:10.1177/07356331241236937
Meital Amzalag, Dorin Kadusi, Shimon Peretz
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引用次数: 0

摘要

大量研究试图了解如何设计和有效利用游戏来改进学习过程,并研究数字学习游戏与学生学习动机、参与感和知识保持之间的相关性。本研究探讨了通过基于数字游戏的学习(DGBL)进行学习与学生的成绩、参与感和学习动机之间的相关性。研究采用定量方法,数据来自文学和语言两个科目的问卷调查和考试。参与研究的是一所中学的 320 名 12-14 岁男女学生。学生被随机分为三组,每组都有独特的教学方法。第一组使用传统方法学习和练习(教师在课堂上授课,作业本用于练习),第二组使用传统方法学习,但使用数字游戏进行练习,第三组使用数字游戏进行学习和练习。研究结果表明,采用传统教学方法但使用数字游戏进行练习的小组,学生的成绩明显更高。研究还发现,当数字学习游戏融入教学时,学生的学习积极性和课堂参与度都有所提高。
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Enhancing Academic Achievement and Engagement Through Digital Game-Based Learning: An Empirical Study on Middle School Students
Abundant research has tried to understand how games can be designed and used effectively to improve the learning process and to examine the correlations between digital learning games and student motivation, engagement, and knowledge retention. The current study examined the correlation between learning through digital game-based learning (DGBL) and students’ achievements, their sense of involvement, and motivation for learning. Using a quantitative approach, data was drawn from questionnaires and exams in two subjects: literature and language. Participants were 320 male and female students aged 12–14 attending a single middle school participated in the study. The students were randomly divided into three groups, each group was given a unique teaching and learning method. Group 1 studied and practiced using the traditional method (a teacher who teaches in the classroom and worksheets for practice), Group 2 studied with the traditional method but practiced with a digital game and Group 3 learned and practiced using a digital game. The findings showed that the students’ attained significantly higher achievements in the group that was taught traditionally but practiced with a digital game. It was also found that when digital learning games are integrated into teaching and learning, the students’ motivation and involvement in the class increased.
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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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