网络微学习与学生参与电脑游戏高等教育

IF 1.9 Q2 EDUCATION & EDUCATIONAL RESEARCH Research in Learning Technology Pub Date : 2022-03-09 DOI:10.25304/rlt.v30.2680
Connor McKee, Konstantinos Ntokos
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引用次数: 3

摘要

微学习将讲课录音分成几个部分,在2019冠状病毒病大流行的挑战性条件下,微学习再次成为保持学生参与度的一种手段。虽然许多机构转向远程提供分段讲座录音,但为了最好地保持参与,这些片段的长度应该缺乏共识。使用基于李克特诊断的自我报告系统,分析了索伦特大学电脑游戏区使用的135个视频。94名学生被要求同意或不同意“我理解X”格式的陈述,每个陈述都根据所讨论的视频的主题材料量身定制。在视频播放前后反复提出问题,可以测量信心的变化,作为参与度的指标。结果显示,4198个反应的最佳范围为5-8分钟。然而,在这方面,学习年份成为一个重要因素——第一年的最佳范围是6-12分钟,第二年和第三年的最佳范围是8分钟以下。在这一领域,需要在机构层面进行变革,因为许多机构目前建议使用比这两个数字都长得多的讲座视频片段。
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Online microlearning and student engagement in computer games higher education
Microlearning, in which lecture recordings are segmented into parts, saw renewed focus as a means of maintaining student engagement amid the challenging conditions of the COVID-19 pandemic. While many institutions shifted to remote provision with segmented lecture recordings, there is a lack of consensus about the length that these segments should be in order to best maintain engagement. Using a self-reported system of Likert-based diagnostics, 135 videos in use at Solent University’s computer games area were analysed. Ninety-four students were asked to agree or disagree with statements in the format ‘I understand X’, each tailored to the subject material of the video in question. Repeated questions before and after the video allowed for a change in confidence to be measured, as an indicator of engagement. The resulting 4198 responses showed an optimum range of 5–8 min overall. However, the year of study emerged as a significant factor in this regard – with an optimum range for first years at 6–12 min, and for second and third years at under 8 min. There is a need for institutional-level change in this area, as many institutions currently recommend use of lecture video segments far longer than either figure.
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来源期刊
Research in Learning Technology
Research in Learning Technology EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
6.50
自引率
0.00%
发文量
13
审稿时长
20 weeks
期刊最新文献
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