评价使用严肃游戏评估中学生数字能力的感受

IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Revista Iberoamericana de Tecnologias del Aprendizaje Pub Date : 2024-03-25 DOI:10.1109/RITA.2024.3381846
Alejandro Calderón;Mercedes Ruiz;Nuria Hurtado;Elena Orta;Mayte García;Nieves Gómez-Aguilar;Manuel Trinidad
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引用次数: 0

摘要

在当今的科技和数字社会中,数字能力教育至关重要,通过这种教育,学生可以在工作、休闲和交流中批判性地、安全地使用信息社会技术。本文介绍了一个基于互动小说的严肃游戏,用于根据 DigComp 欧洲模式对数字能力进行自我评估。此外,本文还从用户体验和可用性的角度,介绍了评估中学生数字能力的严肃游戏的使用感知,目的是从教师的角度获得所开发数字工具的软件质量指标。所获得的结果积极证明了严肃游戏作为评估学生数字能力的工具的有效性,以及学生使用这种资源而不是传统方法的积极性。此外,教师对该游戏的使用感知也突出了该游戏的满意度和易用性,以及该游戏对学生的吸引力和趣味性。
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Evaluation of the Perception of Use of a Serious Game to Assess the Digital Competence of Secondary School Students
In today’s technological and digital society, education in digital competencies through which students can make critical and safe use of the Information Society Technologies for work, leisure, and communication, is essential. This paper presents a serious game based on interactive fiction for the self-assessment of digital competence according to the DigComp European model. In addition, it describes the evaluation of the perception of use of the serious game to assess the digital competence of secondary school students, in terms of user experience and usability, with the goal to obtain indications of the software quality of the developed digital tool from the point of view of teachers. The obtained results provide positive evidence of the effectiveness of the serious game as a tool for the assessment of students’ digital competence and the motivation of students towards the use of this kind of resource instead of traditional methods. In addition, the teachers’ perception of use of the game highlights the satisfaction and ease of use, as well as the attractiveness and fun that the game offers to the students.
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4.30
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45
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