Using computer games for instruction: The student experience

Using computer games for instruction: The student experience
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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
Russell Tomes
中科院分区:
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文献类型:
--
作者:
M. Grimley;R. Green;Trond Nilsen;D. Thompson;Russell Tomes

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电脑游戏是有趣的,令人兴奋的和激励时,作为休闲的追求。但是,当它们被用于教育目的时,它们是否具有类似的属性?本文研究了通过电脑游戏学习是否可以改善学生的经验相比,一个更正式的讲座方法和电脑游戏是否有潜力提高性能。教学分为讲座和电脑游戏,学生的经验记录使用经验抽样方法,以捕捉实时的经验和感觉流。结果表明,学生的经验,在游戏模式中表现出提高警觉性,增加积极的感觉,增加参与的感觉和增加感知的挑战。流的特点表明,在标准的讲座无聊,但在游戏模式的焦虑和流。最后,有一些证据表明成绩有所提高。通过使用当代的互动方法,如电脑游戏,学生的学习经验和成绩可能会有所改善。还讨论了实现游戏的一些实际问题。
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: --
发表时间: 2006-08
期刊: --
影响因子: --
作者:
J. Hektner;Jennifer A. Schmidt;M. Csíkszentmihályi
通讯作者: J. Hektner;Jennifer A. Schmidt;M. Csíkszentmihályi