Tuesday, October 7, 2014

103522901_王杰_心得

 摘要 


     The aim of this study was to assess the learning effectiveness and motivational appeal of a computer game for learning computer memory concepts, which was designed according to the curricular objectives and the subject matter of the Greek high school Computer Science (CS) curriculum, as compared to a similar application, encompassing identical learning objectives and content but lacking the gaming aspect. The study also investigated potential gender differences in the game’s learning effectiveness and motivational appeal. The sample was 88 students, who were randomly assigned to two groups, one of which used the gaming application (Group A, N = 47) and the other one the non-gaming one (Group B, N = 41). A Computer Memory Knowledge Test (CMKT) was used as the pretest and posttest. Students were also observed during the interventions. Furthermore, after the interventions, students’ views on the application they had used were elicited through a feedback questionnaire. Data analyses showed that the gaming approach was both more effective in promoting students’ knowledge of computer memory concepts and more motivational than the non-gaming approach. Despite boys’ greater involvement with, liking of and experience in computer gaming, and their greater initial computer memory knowledge, the learning gains that boys and girls achieved through the use of the game did not differ significantly, and the game was found to be equally motivational for boys and girls. The results suggest that within high school CS, educational computer games can be exploited as effective and motivational learning environments, regardless of students’ gender.


    我这次阅读的文章主要是关于“将数位游戏为基础的学习方式应用到高中计算机科学课程中,对教学效果和学生学习动机产生的影响”。此研究的目的是评估电脑游戏应用到计算机科学课程中对学生的学习成效和学习动机的影响。这项研究还调查了使用这种学习方式的过程中,学习成效和学习动机的潜在性别差异。本研究中将学生分为两组,A组采用游戏学习,B组采用传统学习方式,两组的学习目标和内容相同。知识测试作为前测和后测。

    实验过程中,A组学生比B组学生的学习热情更高,他们觉得学习是一件愉快、有趣的事情。研究结果表明使用电脑游戏学习的学习方式学习高中计算机科学课程的内容比网站形式类似的非游戏学习方式更能激发学生的潜在学习动机,并产生较好的学习成效。关于性别问题,在研究过程中,尽管参与的男孩表现出更大的喜爱和热情,以及更好的游戏基础,但最终的学习收获并没有显著差异。

    所以我认为DGBL能有效促进高中计算机科学课程知识的学习。因为计算机相关内容的知识比较繁琐和枯燥,学生学起来效率会很低,如果采用DGBL更能激发学生的内在学习动机,产生好的学习成效,男女都能取得平等的收获。

参考文章:http://ac.els-cdn.com/S0360131508000845/1-s2.0-S0360131508000845-main.pdf?_tid=c6dd7eba-4de4-11e4-8bd7-00000aacb362&acdnat=1412660751_e1a465637abc9e24e2cc076c6033464a

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