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1.
Homemade PowerPoint games are a low-tech alternative for using game design in classrooms. To date, much of the research examining the games has not shown an improvement in performance. This has led some to question whether the games are properly aligned with the instructional strategies researchers have used as justifications to support using them. This study examined how increasing the structure of the game design project affected student performance when compared to control groups, as well as those who created games in previous iterations of the study. In addition, we examined the effects of student performance when two of the instructional strategies (microtheme writing and question writing) were tested in isolation. Most of the comparisons showed no statistical difference in performance; however, results from the final iteration yielded significant gains when compared to the control group.  相似文献   

2.
Differences in children's social interactions during cooperative and competitive games were investigated. Thirty-seven children from two first grade classes with cooperative classroom climates were videotaped while playing a cooperative and a competitive board game. Children's social interactions were coded using Selman's Levels of Enacted Interpersonal Understanding. Small but significant differences were found between game conditions, with more higher-level negotiation strategies and shared experiences occurring during the cooperative games. No differences were found in lower-level strategies. The benefits of using both competitive and cooperative games in early childhood classrooms are discussed.  相似文献   

3.
Differences in children's social interactions during cooperative and competitive games were investigated. Thirty-seven children from two first grade classes with cooperative classroom climates were videotaped while playing a cooperative and a competitive board game. Children's social interactions were coded using Selman's Levels of Enacted Interpersonal Understanding. Small but significant differences were found between game conditions, with more higher-level negotiation strategies and shared experiences occurring during the cooperative games. No differences were found in lower-level strategies. The benefits of using both competitive and cooperative games in early childhood classrooms are discussed.  相似文献   

4.
In an effort to engage children in mathematics learning, many primary teachers use mathematical games and activities. Games have been employed for drill and practice, warm-up activities and rewards. The effectiveness of games as a pedagogical tool requires further examination if games are to be employed for the teaching of mathematical concepts. This paper reports research that compared the effectiveness of non-digital games with non-game but engaging activities as pedagogical tools for promoting mathematical learning. In the classrooms that played games, the effects of adding teacher-led whole class discussion was explored. The research was conducted with 10?C12-year-old children in eight classrooms in three Australian primary schools, using differing instructional approaches to teach multiplication and division of decimals. A quasi-experimental design with pre-test, post-test and delayed post-test was employed, and the effects of the interventions were measured by the children??s written test performance. Test results indicated lesser gains in learning in game playing situations versus non-game activities and that teacher-led discussions during and following the game playing did not improve children??s learning. The finding that these games did not help children demonstrate a mathematical understanding of concepts under test conditions suggests that educators should carefully consider the application and appropriateness of games before employing them as a vehicle for introducing mathematical concepts.  相似文献   

5.
In this article we propose that educational game design should work to create games as objects-to-think-with—games that engage players in the exploration of and experimentation with personally interesting questions around domain-relevant representations. We argue that this design focuses on developing tools and interactions that the player can use for inquiry and productive thinking. As a step toward achieving this goal, we propose the constructible authentic representations design principle and illustrate this principle using a prototype game, Particles!, for exploring the particulate nature of matter. Observations of game play and interviews with 9 children ages 11–14 suggest that core game representations and mechanics provided players with a space for engaging in useful scientific practices and knowledge resources for reasoning about the important role molecular structure plays in material properties beyond the game. We explore how this design proposal extends and complements existing constructivist game design frameworks. Furthermore, we suggest that the framework of games as objects-to-think-with should push the educational game design community to consider the complexity and nuance of cognition and to embrace and champion the learner in game design.  相似文献   

6.
Casual games are everywhere. People play them throughout life to pass the time, to engage in social interactions, and to learn. However, their simplicity and use in distraction-heavy environments can attenuate their potential for learning. This experimental study explored the effects playing an online, casual game has on awareness of human biological systems. Two hundred and forty-two children were given pretests at a Museum and posttests at home after playing either a treatment or control game. Also, 41 children were interviewed to explore deeper meanings behind the test results. Results show modest improvement in scientific attitudes, ability to identify human biological systems and in the children’s ability to describe how those systems work together in real-world scenarios. Interviews reveal that children drew upon their prior school learning as they played the game. Also, on the surface they perceived the game as mainly entertainment but were easily able to discern learning outcomes when prompted. Implications for the design of casual games and how they can be used to enhance transfer of knowledge from the classroom to everyday life are discussed.  相似文献   

7.
三维情境式教育游戏软件的设计与案例研究   总被引:2,自引:0,他引:2  
目前教育游戏"娱教分离"的问题还比较严重。文章结合情境认知理论,提出情境式教育游戏的理念,尝试利用虚拟现实技术创设适合学习者探究的游戏化学习情境以激发学习者的动机和探究兴趣。文章对情境式教育游戏软件的设计和开发要点进行了详细的阐述,并概要介绍了该研究设计的游戏案例,试用效果表明学习者对情境式教育游戏有着较高的认同度,将结构化的知识融入到情境式教育游戏中是可行的。  相似文献   

8.
While researchers are examining the role of playing games to learn, others are looking at using game design as an instructional tool. However, game-design software may require additional time to train both teachers and students. In this article, the authors discuss the use of Microsoft PowerPoint as a tool for game-design instruction and the philosophical justifications for its use. They examine the research that has been conducted using homemade PowerPoint games in the classroom and detail how the implementation of the games has evolved in a manner that reflects the Technological Pedagogical Content Knowledge framework.  相似文献   

9.
赵海燕 《天津教育》2021,(5):6-7,10
开展足球游戏活动,需要认真落实《全国青少年校园足球游戏活动的实施方案》精神,加强体育教师队伍建设。坚持“兴趣为本、健康为先”的理念,努力开发足球游戏校本课程资源,是体育游戏引入足球游戏课堂的重要途径。努力丰富校园足球游戏活动载体,有效推进校园足球游戏活动的有序开展。教师应科学地制订训练计划,促使学生足球游戏技能的快速掌握;转变校园足球游戏的教学理念、训练模式,打造校园足球游戏特色品牌,使校园足球游戏成为学校的一道靓丽的风景线。  相似文献   

10.
教育游戏的情感化设计探究   总被引:2,自引:1,他引:1  
教育游戏设计是一个系统化的过程,情感化的理念是在设计的过程中考虑人们的情感体验。教育游戏的情感化设计是将情感化的理念用于教育游戏设计的过程,运用恰当的策略在将教学内容整合到游戏的过程中注入情感,以使用户在使用教育游戏的过程中获得积极的情感体验,从而提高教育游戏的应用效果。教育游戏的情感化设计可以从教学设计情感化和游戏化学习环境情感化两个方面出发,从本能层、行为层和反思层三个层面进行设计。  相似文献   

11.
Digital games have typically been considered a male leisure activity; however, recent statistics indicate that increasing numbers of females are now playing games. The purpose of this review is to investigate how the influx of girl gamers and the emergence of female‐oriented game design can inform instructional design for the construction of interactive learning environments. This review presents an overview of digital games and gender, an outline of girl games and ‘pink’ software, a discussion of the controversy of girl games, and a review and discussion of the research and implications of female‐oriented game design for instructional design. The goal of this review is to examine the influx of girl gamers into a male pastime and to analyse the implications of this for the design of interactive learning environments.  相似文献   

12.
This study examined development of academic, language, and social skills among 4-year-olds in publicly supported prekindergarten (pre-K) programs in relation to 3 methods of measuring pre-K quality, which are as follows: (a) adherence to 9 standards of quality related to program infrastructure and design, (b) observations of the overall quality of classroom environments, and (c) observations of teachers' emotional and instructional interactions with children in classrooms. Participants were 2,439 children enrolled in 671 pre-K classrooms in 11 states. Adjusting for prior skill levels, child and family characteristics, program characteristics, and state, teachers' instructional interactions predicted academic and language skills and teachers' emotional interactions predicted teacher-reported social skills. Findings suggest that policies, program development, and professional development efforts that improve teacher–child interactions can facilitate children's school readiness.  相似文献   

13.
Preparing Instructional Designers for Game-Based Learning: Part 2   总被引:2,自引:0,他引:2  
As noted in part I of this article (published in TechTrends 54(3)), advances in technology continue to outpace research on the design and effectiveness of instructional (digital video) games. In general, instructional designers know little about game development, commercial video game developers know little about training, education and instructional design, and relatively little is understood about how to apply what we know about teaching and learning to optimize game-based learning. In Part I, a panel of recognized and emerging experts in the design of instructional (digital video) games set the context for this three part series and one of four panelists discussed what he believes instructional designers should know about instructional game design (Hirumi, Appleman, Rieber, Van Eck, 2010). In Part II, two faculty members who teach courses on instructional game design presents their perspectives on preparing instructional designers for game-based learning. Part III will present a fourth perspective along with conclusion that compares the four views.  相似文献   

14.
Research Findings: The purpose of the present study is to examine the degree to which assistant and lead teachers work together in Head Start classrooms in 3 domains: emotional support, classroom organization, and instructional support. Pairs of lead and assistant teachers from 14 Head Start classrooms were simultaneously observed for 1 morning to examine the quality of teachers’ interactions with students in these 3 domains. First we examined the mean levels of the 3 domains and how they differed among teachers. Overall, results indicated moderate levels of emotional support and classroom organization and low levels of instructional support. In comparing lead and assistant teachers, we found that lead teachers offered significantly higher levels of instructional support than assistant teachers. Next we examined how the quality of lead and assistant teachers’ interactions were related over time. Concurrent correlations were nonsignificant. Lagged correlations suggested that lead and assistant teachers’ interactions with students were related over time. Practice or Policy: Assistant teachers offered comparable levels of emotional support and classroom organization but did not offer the same levels of instructional support. This suggests that assistant teachers are able to help provide a nurturing environment and help with structuring activities despite having lower entry-level qualification requirements. This study supports the notion that assistant teachers as well as lead teachers should be included in quality improvement efforts.  相似文献   

15.
Gaming, in its many forms, is becoming a more active force in classrooms. To prepare preservice candidates for this trend, one teacher education program asked candidates (n = 60) to develop games in varied curricular fields tied to curriculum standards. This article describes the development of a model game, assignment requirements, provides a content review of eight games (geography and novels), their features, and highlights benefits and lessons learned from this experience.  相似文献   

16.
The observation and assessment of quality of teacher–child interactions in elementary school settings are increasingly recognized as important; however, research is still very limited in European countries. In this study, we examined the quality of the interactions between teacher and children in first-grade classrooms in Portugal and the extent to which structural features at teacher-, classroom-, and school-level explained variation in this quality. One hundred fifteen classrooms participated in the study. Classrooms were observed through a standardized rating scale concerning emotional, organizational, and instructional support. Results indicated that the levels of emotional and organizational support in most classrooms were of moderate quality, but the levels of instructional support were low, suggesting that most observed activities did not encourage students’ higher-order thinking skills. An examination of the associations between teacher and classroom characteristics and the quality of teacher–child interactions indicated a small effect for teacher education. Teachers with an advanced degree were more likely to be more emotionally sensitive and to have better instructional interactions in the classroom. For school-level characteristics, findings showed that the classrooms in private and smaller schools were likely to provide higher levels of emotional, organizational, and instructional quality. The results suggest that focusing on the interactions between teacher and children can provide valuable information to enhance classroom quality.  相似文献   

17.
ABSTRACT

The purpose of the current study was to investigate students’ overall learning process during the implementation of educational escape-the-room games (EERGs) in classrooms. This study adopted a two-stage case-study methodology, namely single-case and multi-case designs. In the first stage, a well-designed EERG for a Chinese language class was developed on a web-based game platform. A total of 15 second-grade students from a public elementary school in Taiwan used tablet computers to engage in problem-solving tasks in the EERG. In the second stage, five schoolteachers from other elementary schools who had adopted similar EERGs in their classrooms in the previous academic year participated in the study to share their instructional experiences. The results indicated that students actively collaborated with their team members to address problem-solving tasks during the EERG activity. Positive collaborative learning experiences and learning attitudes towards the EERG were identified in the students’ self-reflection worksheets.  相似文献   

18.
游戏教学观论要   总被引:36,自引:0,他引:36  
游戏是一种古老而普遍的活动,它具有自由性、开放性、体验性。就游戏的内在精神而言,教学可以成为游戏。教学作为游戏,它是自成目的的、对话的、生成的、体验的。教学作为游戏,有助于实现人文关怀,有助于提高学生全面素质,有助于使教学焕发生命活力。走向游戏教学,必须建立平等、和谐的师生关系,抛弃严格的计划,崇尚教学自由,转变教材观念。  相似文献   

19.
This study examined the role of formative and summative assessment in instructional video games on student learning and engagement. A 2 (formative feedback: present vs absent) × 2 (summative feedback: present vs absent) factorial design with an offset control (recorded lecture) was conducted to explore the impacts of assessment in video games. A total of 172 undergraduates were randomly assigned to one of four instructional video game conditions or the control. Results found that knowledge significantly increased from the pretest for players in all game conditions. Participants in summative assessment conditions learned more than players without summative assessment. In terms of engagement outcomes, formative assessment conditions did not significantly produce better learning engagement outcomes than conditions without formative assessment. However, summative assessment conditions were associated with higher temporal disassociation than non-summative conditions. Implications for future instructional video game development and testing are discussed in the paper.  相似文献   

20.
This study examined the cross-lagged associations between the quality of classroom interactions and children’s behaviors in achievement situations. The achievement behaviors in challenging test situations of 166 Finnish children from 70 classrooms were rated by trained testers in grades 1 and 2. The quality of classroom interactions in terms of emotional support, classroom organization, and instructional support were observed in 25 classrooms (out of 70) in grades 1 and 2. The results of multilevel modeling showed that classroom teachers’ low emotional support predicted children’s subsequent high passive avoidance, whereas high classroom organization and instructional support predicted children’s high social dependence. Furthermore, the more children showed active task avoidance, the more emotional and instructional support and classroom organization teachers showed later on in the classroom. The findings emphasize the importance of warm and supportive classroom interactions for children’s adaptive achievement behaviors. The results also suggest that teachers adapt their classroom interactions with respect to children’s active task avoidance.  相似文献   

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