Representational-competency supports in the context of an educational video game for undergraduate astronomy

Representational-competency supports in the context of an educational video game for undergraduate astronomy
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在本科生天文学教育视频游戏的背景下提供表征能力支持

DOI:
10.1016/j.compedu.2022.104602
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发表时间:
2022
影响因子:
12
通讯作者:
Rau, Martina A.
Rau, Martina A.
中科院分区:
教育学1区
文献类型:
--
作者:
Herder, Tiffany;Rau, Martina A.

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教育视频游戏可以让学生参与真实的 STEM 实践,这通常涉及视觉表现。具体来说,由于视频游戏中的大多数互动都是通过视觉表现来介导的,因此视频游戏为学生提供了通过视觉体验纪律实践的机会。然而,研究表明,从多种视觉效果中学习是很复杂的。先前在结构化环境中的研究表明,在意义建构能力和感知流畅性方面为表征能力提供支持可以为学习者提供支持,但此类研究尚未在游戏环境中进行。为了解决这一差距,我们调查了对表征能力的支持是否可以通过天文学视频游戏增强学生的学习。我们对 115 名学生进行了一项实验,调查天文学游戏中意义建构支持(是与否)和感知流畅性支持(是与否)的效果。结果表明,意义建构支持并没有增强学生的内容学习。此外,只有当学生的内容预测试分数较高时,感知流畅性才能支持提高学生的内容学习成果。因此,在非游戏环境中支持表征能力的干预措施在教育视频游戏的背景下可能会产生不同的效果。这表明设计师可能需要制定新的策略来支持学生在教育游戏中使用纪律视觉进行学习。
Educational video games can engage students in authentic STEM practices, which often involve visual representations. Specifically, because most interactions within video games are mediated through visual representations, video games provide opportunities for students to experience disciplinary practices with visuals. Research demonstrates, however, that learning from multiple visuals is complex. Prior research in structured environments has demonstrated that providing supports for representational competencies in terms of sense-making competencies and perceptual fluency can support learners, but such research has not been conducted in game environments. To address this gap, we investigated whether supports for representational competencies enhanced students' learning with an astronomy video game. We conducted an experiment with 115 students to investigate the effects of sense-making support (yes vs. no) and perceptual-fluency support (yes vs. no) within an astronomy game. Results showed that sense-making supports did not enhance students' content learning. Further, perceptual-fluency supports enhanced students' content learning outcomes only when they had high content pre-test scores. Hence, interventions that support representational competencies in non-game environments may work differently in the context of educational video games. This suggests that designers may need to develop new strategies to support students’ learning with disciplinary visuals in educational games.
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