基于游戏的学习对STEM学习和动机的影响:欧洲的两个案例研究

IF 2.5 4区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Knowledge Management & E-Learning-An International Journal Pub Date : 2022-12-30 DOI:10.34105/j.kmel.2022.14.020
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引用次数: 0

摘要

科学、技术、工程和数学(STEM)相关工作的数量在世界各地都在增加,尤其是在欧洲。然而,教师们在使STEM相关课程更有吸引力和激励学生学习方面面临许多困难。本文介绍了两个案例研究,涉及来自两个欧洲国家(斯洛伐克和爱尔兰)的116名学生。这些研究调查了一款名为《最后边疆》的新型教育电脑游戏对学习过程和学生动机的影响。我们发现,在学生对STEM的兴趣方面,两国之间没有显著差异,尽管斯洛伐克学生的成绩略好于爱尔兰学生。我们还发现,在这两个国家,在学习结束后,使用《Final Frontier》游戏的学生在提高学科知识方面的表现都优于未使用该游戏的学生。此外,基于游戏的学习对两国学生STEM学习动机的影响也有所不同。
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Impact of game-based learning on STEM learning and motivation: Two case studies in Europe
The number of science, technology, engineering, and mathematics (STEM)-related jobs is increasing all around the world and especially in Europe. However, teachers face many difficulties in making STEM related classes more attractive and motivating the students to learn. This paper presents two case studies involving 116 students from two European countries (Slovakia and Ireland). The studies investigated the impact of a new educational computer game called Final Frontier on learning process and students’ motivation. We found that there are no significant differences between the two countries in terms of students’ interest in STEM, although the students in Slovakia achieved slightly better grades than those in Ireland. We also found that in both countries, the students using the Final Frontier game outperformed those not using the game in improving their subject knowledge after the study. Furthermore, the impact of game-based learning on students’ motivation for STEM differed in the two countries.
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来源期刊
CiteScore
4.70
自引率
33.30%
发文量
19
审稿时长
25 weeks
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