将电子游戏重新用作讨论工具

IF 1.4 Q2 EDUCATION & EDUCATIONAL RESEARCH International Journal of Game-Based Learning Pub Date : 2024-08-09 DOI:10.4018/ijgbl.349589
Joshua M. Patterson
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引用次数: 0

摘要

许多完全以娱乐为目的的电子游戏,也被称为现成的商业游戏(COTS),可以作为教授学生执行功能、假设检验和批判性分析等复杂技能的有效工具。在这项现象学案例研究中,我概述了一种教学方法,通过利用学生对数字整合的偏好,利用内容知识、话语能力和视频游戏能力三位一体的优势。我们根据赖斯(2007 年)的 "电子游戏高阶思维评估标准 "和 "电子游戏认知可行性量表 "的得分来选择电子游戏标题,并将课程与佛罗里达州的《下一代阳光州社会研究标准》联系起来。这项研究的意义在于,COTS 游戏提供了另一种课程切入点,当与教师主导的尖锐探究相结合时,可以引发高阶讨论。如果利用得当,这种方法可以更有效地传递学科方式,并创建批判性反思、基于游戏的学习小组。
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Repurposing Video Games as Discussion Tools
Numerous video games marketed entirely for entertainment purposes, also known as commercial, off-the-shelf (COTS) titles, can serve as an effective tool for teaching students complicated skills such as executive functioning, hypothesis testing, and critical analysis. In this phenomenological case study, I outline a pedagogical approach that harnesses the trinity of content knowledge, discursive prowess, and video game aptitude by capitalizing on pupils' preference for digital integration. Video game titles were selected according to their scores on Rice's (2007) “Video Game Higher-Order Thinking Evaluation Rubric” and “Video Game Cognitive Viability Scale,” with lessons tied to Florida's Next Generation Sunshine State Standards for social studies. The implication of this study is that COTS titles offer an alternative curricular entry point, which can elicit higher-order discussions when paired with pointed, teacher-led inquiry. This methodology, if properly harnessed, could transmit subject manner more effectively and create critically reflective, game-based learning cohorts.
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来源期刊
International Journal of Game-Based Learning
International Journal of Game-Based Learning EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
3.20
自引率
0.00%
发文量
21
期刊介绍: The mission of the International Journal of Game-Based Learning (IJGBL) is to promote knowledge pertinent to the design of Game-Based Learning environments, and to provide relevant theoretical frameworks and the latest empirical research findings in the field of Game-Based Learning. The main goals of IJGBL are to identify, explain, and improve the interaction between learning outcomes and motivation in video games, and to promote best practices for the integration of video games in instructional settings. The journal is multidisciplinary and addresses cognitive, psychological and emotional aspects of Game-Based Learning. It discusses innovative and cost-effective Game-Based Learning solutions. It also provides students, researchers, instructors, and policymakers with valuable information in Game-Based Learning, and increases their understanding of the process of designing, developing and deploying successful educational games. IJGBL also identifies future directions in this new educational medium.
期刊最新文献
Repurposing Video Games as Discussion Tools A Neurotechnological Study to Quantify Differences in Brain Activity Using Game-Based Learning A Hybrid Escape Room to Foster Motivation and Programming Education for Pre-Service Teachers ImGame Project ImGame Project
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