远程混合游戏式学习:将同步游戏式学习与异步探究式学习相结合

IF 3.3 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Journal of Science Education and Technology Pub Date : 2024-04-22 DOI:10.1007/s10956-024-10118-8
Cheng-Tai Li, Huei-Tse Hou
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引用次数: 0

摘要

COVID-19 大流行引起了教育工作者对混合式学习模式的关注。本研究开发了一种远程混合游戏式学习活动,将数字游戏式学习(DGBL)和混合式学习(包括在线同步学习和异步学习)融为一体。该方法强调,在在线同步学习活动中,学生首先使用微型教育数字游戏进行小组协作自主预习,然后在教师指导下参与问题解决讨论活动。之后,学生在异步在线活动中完成个人探究学习任务,并进行异步讨论。本研究采用了准实验设计。参与者为 73 名高中生。第一组使用远程混合游戏式学习,将 DGBL 整合到在线同步学习中。第二组采用面对面混合游戏式学习方法,将 DGBL 融入实体课堂学习。第三组采用远程混合视频学习方式,将在线同步视频学习整合在一起。三个小组进行了相同的在线异步探究学习任务。结果发现,远程混合游戏式学习活动不仅极大地促进了学生在线同步学习的表现,也支持了他们在线异步学习的表现。此外,大多数学生的讨论信息都与学习任务和主题相关。
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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Remote Blended Game-Based Learning: Integrating Synchronous Game-Based Learning with Asynchronous Inquiry-Based Learning

The COVID-19 pandemic has drawn the attention of educators to the blended learning model. This study developed a remote blended game-based learning activity that integrates digital game–based learning (DGBL) and blended learning (including online synchronous and asynchronous learning). This method emphasizes that in the online synchronous learning activity, students firstly use mini-educational digital games for group collaborative autonomous pre-learning and then take part in a problem-solving discussion activity guided by the teacher. Afterwards, students complete personal inquiry learning tasks in the asynchronous online activity and conduct asynchronous discussions. This study employed a quasi-experimental design. Participants were 73 senior high school students. The first group used the remote blended game-based learning that integrated DGBL into online synchronous learning. The second group used the face-to-face blended game-based learning approach that integrated DGBL into physical classroom learning. The third group used the remote blended video-based learning that integrated online synchronous video-based learning. The three groups conducted the same online asynchronous inquiry learning tasks. The results found that the remote blended game-based learning activity not only significantly promoted the students’ learning performance in online synchronous learning but also supported their learning performance in online asynchronous learning. Besides, most students’ discussion messages were mostly related to the learning tasks and topic.

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来源期刊
Journal of Science Education and Technology
Journal of Science Education and Technology EDUCATION, SCIENTIFIC DISCIPLINES-
CiteScore
9.40
自引率
4.50%
发文量
45
审稿时长
6-12 weeks
期刊介绍: Journal of Science Education and Technology is an interdisciplinary forum for the publication of original peer-reviewed, contributed and invited research articles of the highest quality that address the intersection of science education and technology with implications for improving and enhancing science education at all levels across the world. Topics covered can be categorized as disciplinary (biology, chemistry, physics, as well as some applications of computer science and engineering, including the processes of learning, teaching and teacher development), technological (hardware, software, deigned and situated environments involving applications characterized as with, through and in), and organizational (legislation, administration, implementation and teacher enhancement). Insofar as technology plays an ever-increasing role in our understanding and development of science disciplines, in the social relationships among people, information and institutions, the journal includes it as a component of science education. The journal provides a stimulating and informative variety of research papers that expand and deepen our theoretical understanding while providing practice and policy based implications in the anticipation that such high-quality work shared among a broad coalition of individuals and groups will facilitate future efforts.
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