Study on 3D Meaningful Mobile Gamification Learning Outcome Assessment – An Example of Blood Circulation Lesson

Study on 3D Meaningful Mobile Gamification Learning Outcome Assessment – An Example of Blood Circulation Lesson
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3D有意义的移动游戏化学习成果评估研究——以血液循环课为例

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发表时间:
2015
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影响因子:
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通讯作者:
Po
Po
中科院分区:
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文献类型:
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作者:
Chung;Po

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近年来,关于学习游戏化的研究十分活跃,尤其是将游戏应用于中小学自然科学教育中的学习效果已被证明。针对初中生物教材中较难理解的人体血液循环单元,开发了移动有意义血液循环学习系统MMBCLS游戏化学习。运动员可以通过游戏了解体循环和肺循环的功能。在本研究中,教学设计以有意义的学习为基础,遵循数字游戏学习模式的原则来设计课后多媒体素材,让学习者享受学习的乐趣。学习评价采用准实验设计,其中实验组使用MMBCLS,而控制组使用通用教材。实验结果表明,实验组在学习效果上存在显著差异,后测成绩明显好于对照组。研究成果可以为教师的教材设计提供参考,为教育工作者提供手机作为有意义的媒体教材设计的参考。
Research on gamification of learning has been very popular in the past years; especially, the learning effectiveness in applying games to the education of natural science in elementary and junior high schools has been proven. Aiming at the human blood circulation unit, which is rather difficult to comprehend, in the biology materials for junior high school students, Mobile Meaningful Blood Circulation Learning System, called MMBCLS game-based learning, is developed. The players could comprehend the functions of systemic circulation and pulmonary circulation through games. In the study, the instructional design is based on Meaningful Learning and follows the principles of digital game-based learning models to design the after-class multimedia materials, which allow learners enjoying learning with fun. The quasi-experimental design is utilized for the learning assessment, where the experimental group applies MMBCLS, while the control group uses general instruction for the teaching materials. The experimental results show significant difference of the experimental group in the learning effectiveness and better post-test results than the control group. The research outcomes could be the reference of material design for teachers and provide educators with the reference of mobile as meaningful media material design.