Learning Games for Computer Literacy
Learning Games for Computer Literacy
批准号:
20K14089
负责人:
GAYDOS Matthew
金额:
$1.41万
依托单位国家:
日本
项目类别:
Grant-in-Aid for Early-Career Scientists
财政年份:
2020
资助国家:
日本
项目状态:
已结题
起止时间:
2020-04-01 至 2022-03-31
中文摘要
最初,该项目旨在开发非数字游戏以供学习。由于疫情,所有现场活动最初都被取消,允许有限数量的学生进入校园,这使得纯粹的非数字游戏难以开发,测试和收集数据。为了应对这些挑战,该项目转向以下研究问题,以解决在新的混合(在线/离线)学习环境:如何支持学生在开发游戏或其他设计,通过和在这些环境中学习?为解决这一问题采取了两种办法。首先,一个课程设计的学习数字游戏进行了调整,以支持学生生成的设计,以游戏为基础的学习。这些学习游戏,然后发挥其他学生(同龄人),远程,在学期结束。第二种方法是与两名学生合作,开发混合的、基于游戏的社区建设和设计的个人项目。这两种新方法都收集了玩家和设计数据。PI和该项目的唯一研究人员在项目完成之前离开了大学和国家,返回了大约63%的预算。由于该项目提前结束和全球流行病的持续,该项目最初设定的主要目标没有实现。尽管如此,在编写本报告时,正在对收集的数据进行分析以供发表。
英文摘要
At the outset, this project aimed to develop non-digital games for learning. Due to the pandemic, all in-person activities were initially cancelled and a limited number of students were allowed onto campus, making purely non-digital games difficult to develop, play test, and collect data around. To address these challenges, this project pivoted to the following research questions to be addressed in the new hybrid (online / offline) learning environments: How can students be supported in developing games or other designs through and for learning in these environments? Two approaches were taken to address this. First, a course designed for learning about digital games was adapted to support student-generated designs for game-based learning. These learning games were then played by other students (peers), remotely, at the end of the semester. The second approach was to work with two students in developing individual projects for hybrid, game-based community building and design. Player and design data was collected for both of these new approaches.The PI and only researcher on this project left the University and the country prior to the project's completion, returning approximately 63% of the budget. Due to the project's early end and the ongoing global pandemic, the project's primary goals set out at the outset were unmet. Nevertheless, at the time of this report, the data that was collected is being analyzed for publication.
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Why Analog Games Now?
为什么现在选择模拟游戏?
DOI:
--
发表时间:
2020
期刊:
影响因子:
--
作者:
[GAYDOS, Matthew Joseph; JIMENEZ, Osvaldo]
通讯作者:
Osvaldo
DOI:
--
发表时间:
2020
期刊:
影响因子:
--
作者:
[GAYDOS, Matthew Joseph; NARDO, Aline]
通讯作者:
Aline
Computer literacy practices of university students in Japan.
日本大学生的计算机素养实践。
DOI:
--
发表时间:
2020
期刊:
影响因子:
--
作者:
[GAYDOS, Matthew Joseph; KINOSHITA, Anju]
通讯作者:
Anju
DOI:
--
发表时间:
2020
期刊:
影响因子:
--
作者:
[GAYDOS, Matthew Joseph; NARDO, Aline]
通讯作者:
Aline
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