Successful implementation of user-centered game based learning in higher education: An example from civil engineering

Successful implementation of user-centered game based learning in higher education: An example from civil engineering
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DOI:
10.1016/j.compedu.2005.11.026
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发表时间:
2007-11-01
影响因子:
12
通讯作者:
Holzinger, Andreas
Holzinger, Andreas
中科院分区:
教育学1区
文献类型:
--
作者:
Ebner, Martin;Holzinger, Andreas

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目标:在高等教育中使用在线游戏进行学习,旨在使复杂的理论知识更加平易近人。目的:了解网络游戏是否以及在多大程度上对高等教育中的学生学习有潜在的促进作用。实验设置:网络游戏首次在硕士学位课程结构混凝土的讲座中使用,涉及121名第七学期的学生。前测/后测实验控制组设计,采用问卷调查和独立在线评价。结果:玩游戏的最低学习效果与传统方法相同。根据[Nielsen,J.(2002):User empowerment and the fun factor. Jakob Nielsen的Alertbox,2002年7月7日。可查阅http://www.useit.com/alertbox/20020707.html],结论:实验结果支持游戏的有效性。学生们喜欢这种电子学习。(C)2005爱思唯尔有限公司保留所有权利。
Goal: The use of an online game for learning in higher education aims to make complex theoretical knowledge more approachable. Permanent repetition will lead to a more in-depth learning.Objective: To gain insight into whether and to what extent, online games have the potential to contribute to student learning in higher education.Experimental setting: The online game was used for the first time during a lecture on Structural Concrete at Master's level, involving 121 seventh semester students.Methods: Pre-test/post-test experimental control group design with questionnaires and an independent online evaluation.Results: The minimum learning result of playing the game was equal to that achieved with traditional methods. A factor called "joy" was introduced, according to [Nielsen, J. (2002): User empowerment and the fun factor. In Jakob Nielsen's Alertbox, July 7, 2002. Available from http://www.useit.com/alertbox/20020707.html.], which was amazingly high.Conclusion: The experimental findings support the efficacy of game playing. Students enjoyed this kind of e-learning. (C) 2005 Elsevier Ltd. All rights reserved.