Forty Simple Computer Games and What They Could Mean to Educators

Forty Simple Computer Games and What They Could Mean to Educators
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四十种简单的电脑游戏及其对教育工作者的意义

DOI:
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发表时间:
2002
期刊:
影响因子:
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通讯作者:
Maryann S. Casey
Maryann S. Casey
中科院分区:
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文献类型:
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作者:
J. Dempsey;Linda L. Haynes;Barbara A. Lucassen;Maryann S. Casey

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本研究的目的是评估电脑游戏或游戏的组成部分,将自己用于教育环境。参与者包括自愿参加的20名男子和20名妇女。所有的参与者玩四个随机分配的基于计算机的共享软件或免费软件的游戏,从八个类别。与会者提出了许多建议的非教育性游戏的教学应用。结果表明,不同性别之间的偏好和使用模式。参与者指出了许多被认为是有效游戏环境所必需的关键特征,以及那些分散他们注意力的特征。试验和错误被认为是所有游戏类别中使用的主导策略。此外,与会者还提出了许多教育应用于常见类别的电脑游戏。
The purpose of this study was to evaluate computer games or components of the games that would lend themselves for use in an educational setting. Participants included 20 men and 20 women who volunteered to participate. All participants played four randomly assigned computer-based shareware or freeware games from among eight categories. Participants offered numerous suggestions for instructional applications of the noneducational games. Results suggested diverse patterns of preference and use between genders. Participants indicated many key features regarded as essential for an effective gaming environment as well as those that distracted them from play. Trial and error was observed to be the dominant strategy used across all game categories. In addition, participants suggested numerous educational applications for common categories of computer games.