同步与非同步讨论在中学书面辩论技巧线上角色扮演模拟教学中的比较

Jeremy Riel, K. Lawless, James B. Oren
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引用次数: 0

摘要

在这项研究中,在一个在线教育角色扮演模拟游戏的背景下,研究了不同程度的同步和异步在线社交互动,该游戏同时在多个教室中进行,以教授论证技能和社会研究。基于嵌入每个条件的游戏版本中的实时讨论程度,对45名K-12中学社会研究教师和867名学生在3种学习条件下的结果进行了比较(即,两次预定的现场会议、一次预定的实时会议、仅异步交互或零现场会议)。所有条件都表现出显著的小到中等水平的前后效应大小,包括只进行异步讨论的条件。此外,与其他两种情况相比,“中等”1现场会议条件表现出最大的前后效应大小。这项研究证明了在同步互动可能不可行的情况下,与现场讨论相比,在数字干预中实施仅异步讨论的好处。对于设计师来说,基于可用资源和可行性实现异步和同步交互可以用于最大限度地提高教育角色扮演游戏和其他虚拟学习环境中参与者的社交参与度。
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Comparisons of Synchronous and Asynchronous Discussions in an Online Roleplaying Simulation to Teach Middle School Written Argumentation Skills
In this study, different degrees of synchronous and asynchronous online social interactions are investigated in the context of an online educational roleplaying simulation game that is played across multiple classrooms simultaneously to teach argumentation skills and social studies. Results from 45 K–12 middle school social studies teachers and 867 students over 3 study conditions were compared based on the degree of real-time discussion that was embedded in each condition’s version of game (i.e., two scheduled live conferences, one scheduled live conference, and asynchronous-only interactions or zero live conferences). All conditions exhibited significant small to moderate-level pre-post effect sizes, including the condition featuring asynchronous-only discussions. Additionally, the “mid-range” 1 live conference condition exhibited the greatest pre-post effect size in comparison to the other two conditions. This study demonstrates evidence for the benefits of implementing asynchronous-only discussions in digital interventions in comparison to live discussions when synchronous interaction may not be feasible. For designers, implementing both asynchronous and synchronous interactions based on available resources and feasibility can be used to maximize social presence among participants in educational roleplaying games and other virtual learning environments.
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