首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 765 毫秒
1.
When new media and delivery systems are introduced, they are often accompanied by claims that they provide increased learning. The temptation to ascribe learning powers to delivery systems is strong, as evidenced by repeated attempts over many decades to do so. A relatively new arrival, serious games are currently the recipient of much attention in this regard. In a new meta‐analysis of learning in training programs with or without games, Sitzmann (in press) suggests that delivering training via simulation games enhances learning, while she also acknowledges that instructional methods—not delivery systems—provide the ingredients that facilitate learning. If blog posts and Internet articles provide a useful indication, many practitioners are furthering claims for increased learning and retention via serious games. These claims provide fertile ground for a new set of myths about this relatively new delivery system. Before choosing to invest in acquiring or developing serious games, decision makers should consider (a) instructional methods and (b) whether they will realize benefits from a cost and implementation perspective. They should not select serious games because of claims that the games will intrinsically enhance learning.  相似文献   

2.
The authors present the methodological background to and underlying research design of an ongoing research project on the scientific evaluation of serious games and/or computer‐based simulation games (SGs) for advanced learning. The main research questions are: (1) what are the requirements and design principles for a comprehensive social scientific methodology for the evaluation of SGs?; (2) to what extent do SGs contribute to advanced learning?; (3) what factors contribute to or determine this learning?; and (4) to what extent and under what conditions can SG‐based learning be transferred to the real world? In the Netherlands between 2005 and 2012, several hundred SG sessions with 12 SGs were evaluated systematically, uniformly and quantitatively to create a dataset, which comprises data on 2488 respondents in higher education or work organizations. The authors present the research model, the quasi‐experimental design and the evaluation instruments. This focus in this paper is on the methodology and dataset, which form a sound foundation for forthcoming publications on the empirical results.  相似文献   

3.
How do adults learn from self‐paced, technology‐based corporate training, which they select based on its relevance to their current employment responsibilities? Specifically, how do adults use the following learning strategies: prior experience, reflection, metacognition, conversations, generative learning strategies, and authentic experiences? Based on a recent dissertation research investigation, the author found that learning starts with, and is sustained by, metacognition which was defined as self‐assessment and self‐correction. While learners using metacognition is by no means a new phenomenon, learners using metacognition significantly more often than other learning strategies has important implications for the design of new generations of online distance instruction. Similarly, that learners frequently use conversations to learn from self‐paced, technology‐based training strongly suggests that dialogs and discussions are important in the design of these new ways of learning.  相似文献   

4.
Abstract

The design of an effective interactive learning environment requires understanding the intricate relationships among people, tools, and problems. Many end‐users do not have the necessary skills, nor the time or patience, to compose programs from computer science‐sanctioned programming primitives. End‐users require environments that elevate the task of programming to the manipulation of components that are directly pertinent to the problems to be solved. This article introduces the Agentsheets programming substrate employed by designers to create interactive learning environments that are geared toward end‐users solving specific problems. A number of educational and industrial applications are used to illustrate the design and use of Agentsheets environments in domains such as art, artificial life, environmental design, games, kitchen design, and visual programming.  相似文献   

5.
This study presents the results of a meta‐analytic study about the effects of digital game‐based learning (DGBL) on vocabulary. The results of the study showed that the effects of DGBL on vocabulary learning may vary with game design features (Q = 5.857, df = 1, p = .016), but not with learners' age (Q = 0.906, df = 1, p = .341) or linguistic background (Q = 0.0001, df = 1, p = .994). In light of the research findings, Csikszentmihalyi's ( 1990 ) Flow Theory was adopted to theorize the role of game design in DGBL. It is proposed that a hierarchy should exist on the “challenge” axis in the Flow Theory, with adventure‐oriented games above non‐adventure‐based games along the “challenge” axis. The theoretical underpinning is that the dynamic equilibrium between challenge and abilities can function independently of the effects of learners' age and linguistic background.  相似文献   

6.
The Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM‐5), requires that symptoms of ADHD must be developmentally inappropriate in order for an ADHD diagnosis to be considered. Because the DSM‐5 does not specifically outline procedure for determining developmental inappropriateness of behaviors, practitioners do not have guidance for making this consideration. To explore the relationship between mental age and behavior ratings of ADHD symptoms, the cognitive and behavioral data from 50 children who were evaluated in a school or clinic were compiled for this study. Cognitive ability scores were used to calculate mental age and behavior rating scores were then recalculated using the assessed mental age. Using the recalculated behavior ratings, scores based on mental age decreased significantly on the Attention Problems, Hyperactivity, and Atypicality scales of the BASC‐2. Additionally, as the discrepancy between mental and chronological age increased, larger differences in scores were found.  相似文献   

7.
ABSTRACT The use of games in corporate training began in the 1950s. In subsequent years the use of games has increased, while the look and feel of the games being used has evolved. Unfortunately, very little research regarding the effectiveness of games as a training tool has been conducted; and, the research conducted often yields conflicting results. The purpose of this paper is to provide guidelines for the selection, use and evaluation of games in business training. A brief historical overview of the use of games in training, including the perceived benefits and concerns regarding their use, addresses the need for guidelines for selection, use and evaluation of games in training. The guidelines were developed using adult learning theory and transfer of learning theories as a foundation. The potential uses and utility of the guidelines are followed by a concluding section as to how they can be applied to selection, usage and evaluation of games in training.  相似文献   

8.
In the companion article, Spirit of the Game: Empowering Students as Designers in Schools?, author Cher Ping Lim puts forth strong arguments supporting the creation and use of curricular, educational games in our schools and education. His essay ends with the question ‘Can students build such games?’ This paper responses to this question and provides examples of how students can design and build games within the school curriculum to enhance engagement in the classrooms. Two approaches are suggested: Mini‐game‐based curriculum and complex game for entire course.  相似文献   

9.

The cheap and powerful personal computer (PC) has become an important and efficient tool for supporting engineering education. In this paper a PC‐based training module, AIROBOT,is presented. The purpose of this module is to provide a platform for students to develop and experiment with artificial intelligence techniques.

The training module, AIROBOT,utilizes an electronic noughts and crosses game board which is interfaced to the Scorbot‐ER VII robot and a PC. The development and implementation of the module are discussed. Two techniques developed by the students are presented to illustrate the utilization of the module. The first technique involves searching a game tree data structure. The learning involves the on‐line generation of the game tree as the games are played. An evaluation function is used to facilitate the search. The other technique is based on the artificial neural network approach using the backpropagation paradigm. The structure of the neural networks, training and performances are presented. The PC‐based training module has the potential to enhance the student understanding through the practical application of artificial intelligence. It is envisaged that similar modules can be easily integrated into most engineering undergraduate robotics courses.  相似文献   

10.
在学前教育深化改革、提高质量、以游戏为基本活动的背景下,语言游戏应成为幼儿园语言教育的重要形式。本文通过问卷调查法和访谈法,采用分层随机抽样方法,对浙江省丽水、宁波、温州、杭州等不同城市不同等级的8所幼儿园的193位教师进行了深入调查。结果发现:幼儿园教师普遍认同语言游戏的重要教育价值,公办园和民办园之间认知差异不显著;语言游戏开展类型以口语类和语言动作类为主;存在的主要问题是语言游戏总体上开展频率不高,且以教师主导为主,幼儿自主开展频率低。其原因主要在于:教育行政部门以及幼儿园对语言游戏重视不够;现有相关研究、资料和教育培训不足;教师对语言游戏本质特征和指导要点存在严重误解。建议教育管理部门重视语言游戏的价值,并加强宣传和建立保障机制,引起幼儿园重视;加大对专家学者从事语言游戏理论和实证研究的支持力度;加快组织相关人员整理开发经典、丰富、新颖的语言游戏案例资源;加强对幼儿园教师语言游戏相关教育培训。  相似文献   

11.
It is known that computer games are motivating for children, but there is limited direct evidence of their effects on classroom learning. The aim of this exploratory study was to investigate the effects of a commercial off‐the‐shelf computer game on children's mental computation skills and on aspects of self‐perceptions. A pre–post design was employed. The participants were 71 primary school children (10–11 years old) from three classes. In School 1, a class of 21 children used a games console for 20 minutes each day, running a ‘brain training’ game. Two comparison groups were used. In School 2, 31 children used ‘Brain Gym’ techniques in their class over the treatment period. In school three, a class of 19 children acted as no‐treatment controls. The treatment period was 10 weeks. Significant pre–post gains were found in the games console group for both accuracy and speed of calculations, while results for the two comparison groups were mixed. The games console group showed significant gains in global self‐esteem, but not in other aspects of self‐concept. The comparison groups showed no significant gains in any area of self‐perceptions. There is a need now for upscaling to investigate generalisability.  相似文献   

12.
When combining the increasing use of online educational environments, the push to use serious video games and the lack of research on the effectiveness of online learning environments and video games, there is a clear need for further investigation into the use of serious video games in an online format. A mix methods model was used to triangulate statistical and qualitative findings on student performance, completion time, student intrinsic motivation, as well as desirable, undesirable, helpful and hindering aspects of serious game‐based and nongame‐based courses. Students in the game‐based course were found to have performed significantly better and to have taken significantly longer. Students and teachers in the game‐based course provided more reasons for student motivation along with more desirable, more helpful and less hindering aspects compared to students and teachers in the non‐game‐based course. In addition, students and teachers in both courses provided an equal number of undesirable aspects. The results from this study inform instructional designers, teachers, education stakeholders and educational game designers by providing research‐based evidence related to the learning experiences and outcomes of the serious game‐based online course.  相似文献   

13.
Abstract The aim of the study was to improve the information processing and concentration skills of learning disabled (LD) children by using computer games in a procedure that enhances self‐verbalisation and mediated learning. Of the 21 LD children who participated in the study, 14 were trained in the specific procedure, while at the same time the seven children in the control group participated in regular tutorial activities in small groups. Subsequently, in the second training period, the control group was instructed to play commercial strategic games, with no stress on self‐verbalisation procedures and the experimental group participated in regular classroom tutorial activities, without computers. The following measures were used to assess the effect of the training: MFFT, Progressive Matrices and three subtests of the WISC‐R. The results demonstrated that the computer games presented within the framework of self‐verbalisation procedures and peer‐interaction facilitate the information processing of LD children. The interactions of passive and impulsive LD children with computer‐related activities should be examined in future research within the context of their ecological environment.  相似文献   

14.
This article reviews the arguments for reporting effect size estimates as part of the statistical results in empirical studies. Following this review, formulas are presented for the calculation of major mean‐difference and association‐based effect size measures for t tests, one‐way ANOVA, zero order correlation, simple regression, multiple regression, and chi‐square. The emphasis is on the presentation formulas that make the calculation of effect size measures as easy as possible. In most cases, the formula components are readily available and easily recognizable on the output from most major statistical software. Examples of effect size reporting with guidelines for design and analytic variations are provided. © 2006 Wiley Periodicals, Inc. Psychol Schs 43: 653–672, 2006.  相似文献   

15.
There is a growing consensus that an appropriate classroom environment will aid the performance of the pupil with autism spectrum disorder (ASD). There are, however, very few design guidelines available when considering ASD and the school environment. Such guidelines that do exist tend only to be in general terms. Therefore, this article seeks to highlight design considerations specifically for the ASD‐friendly Key Stage 1 (age five to eight) classroom. It will first highlight some of the challenges for those with autism spectrum disorder in a school environment and the triad of challenges faced by architects and designers when considering ASD‐friendly classroom design. It will then go on to describe the findings and results of a two‐year study carried out in conjunction with the ASD teaching staff of Northern Ireland's Southern Education and Library Board. These consist of 16 specific design considerations for the Key Stage 1 ASD‐friendly classroom applicable to all classrooms for pupils between five and eight years of age.  相似文献   

16.
17.
Abstract

The present article attempts to reinterpret the findings of most recent studies investigating effect of using games for teaching purposes. A methodological approach combining a meta-analysis of quantitative data with qualitative ones was adopted in order to present the broadest picture of the current research on educational use of games. To this end, we conducted a meta-analysis of 180 effect size comparisons out of 154 empirical studies on the effect of both digital and non-digital games on academic achievement conducted during the period from 2004 to 2019 in order to determine the overall effect size of using games for teaching various subjects. The overall sample size of the studies included a total number of 12800 participants. Some moderator analyses were also carried out to determine the exact efficiency of educational games in terms of student levels, durations of implementation of game activities, school subjects in which games were used, class sizes, kinds of games and achievement tests used. The findings suggest that educational games have a positive effect on academic achievement and this effect is at a medium level (g?=?0.695). The highest effect sizes were observed in foreign language courses (g?=?0.87), small (less than 50) class sizes (g?=?0.87), and in non-digital games (g?=?0.90). Moreover, we conducted a meta-thematic analysis based on document analysis of qualitative studies in order to further consolidate the findings of the meta-analysis. The meta-thematic dimension of our study reveals cognitive contributions as well as drawbacks of game-based teaching, and provides suggestions for conducting educational games in a better way.  相似文献   

18.
Many science educators encourage student experiences of “authentic” science by means of student participation in science‐related workplaces. Little research has been done, however, to investigate how “teaching” naturally occurs in such settings, where scientists or technicians normally do not have pedagogical training and generally do not have time (or value) receiving such training. This study examines how laboratory members without a pedagogical background or experience in teaching engage high school students during their internship activities. Drawing on conversation analysis, we analyze the minute‐by‐minute transactions that occurred while high school students participated in a leading environmental science laboratory. We find that the participation trajectory was based on demonstration‐practice‐connect (D‐P‐C) phases that continually recurred in the process of “doing” science. Concerning the transactional structures, we identify two basic conversation patterns—Initiate‐Clarify‐Reply (I‐C‐R) and Initiate‐Reply‐Clarify‐Reply (I‐R‐C‐R)—that do not only differ from the well‐known Initiate‐Reply‐Evaluate (I‐R‐E) patterns previously observed in science classrooms, but also could be combined to constitute more complex patterns. With respect to the organization of natural pedagogical conversations, we find that there were not only of preferred and dispreferred modes of responding but also ambiguous dispreferred modes; and the formulating organization not only includes self‐formulating but also other‐formulating. These natural pedagogical conversations helped, on the one hand, students to clarify their understanding and, on the other hand, technicians (or teachers) to teach toward different needs for different students in different contexts. © 2009 Wiley Periodicals, Inc. J Res Sci Teach 46: 481–505, 2009  相似文献   

19.
我国30多年中小学创新人才教育在培养模式、管理模式、政策制度等方面积累了很多经验,本文以人大附中早培班为例,通过混合研究顺序法的问卷评定和随后访谈进行的课程设置的实证调查,对我国中小学创新人才培养的教学方式和课程设置等方面提供了启示。  相似文献   

20.
Critics like Leonard Waks argue that video games are, at best, a dubious substitute for the rich classroom experiences that John Dewey wished to create and that, at worst, they are profoundly miseducative. Using the example of Fate of the World, a climate change simulation game, David Waddington addresses these concerns through a careful demonstration of how video games can recapture some of the lost potential of Dewey's original program of education through occupations. Not only do simulation games realize most of the original goals of education through occupations, but they also solve some of the serious practical problems that Dewey's curriculum generated. Waddington concludes the essay with an analysis of Waks's critiques and some cautionary notes about why it is important to be temperate in our endorsement of educational video gaming.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号