Using computer games for instruction: The student experience
Using computer games for instruction: The student experience
复制标题
使用电脑游戏进行教学:学生的体验
DOI:
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发表时间:
2011
期刊:
影响因子:
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通讯作者:
Russell Tomes
中科院分区:
文献类型:
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作者:
M. Grimley;R. Green;Trond Nilsen;D. Thompson;Russell Tomes
Computer games are fun, exciting and motivational when used as leisure pursuits. But do they have similar attributes when utilized for educational purposes? This article investigates whether learning by computer game can improve student experiences compared with a more formal lecture approach and whether computer games have potential for improving performance. Instruction was split between lectures and computer games, and student experiences were recorded using an Experience Sampling Method to capture real-time experience and feelings of flow. Results indicated that student experiences in the game mode showed increased alertness, increased feelings of being active, increased feelings of involvement and an increased perception of challenge. Flow characteristics revealed boredom during standard lectures but anxiety and flow during game modes. Finally, some evidence of improved attainment was evident. By using contemporary interactive approaches such as computer games, student learning experiences and attainment may be improved. Some practical issues of implementing games are also discussed.
DOI:
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发表时间:
2006-08
期刊:
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影响因子:
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作者:
J. Hektner;Jennifer A. Schmidt;M. Csíkszentmihályi
通讯作者:
J. Hektner;Jennifer A. Schmidt;M. Csíkszentmihályi