Computer Game-Based Learning and Pedagogical Contexts: Initial Findings from a Field Study

Shiffon Chatterjee, Atasi Mohanty, B. Bhattacharya
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引用次数: 5

Abstract

This paper reports the initial ?ndings from an on-going study to explore the effects of various computer game-based learning environments on learning outcomes.For this purpose, three educational computer games based on mathematics and social sciences were played by middle-school students under four pedagogical contexts: collaborative with active facilitation; collaborative without active facilitation; individualistic with active facilitation; and individualistic without active facilitation. The participants were 108 students from classes seven and eight, assigned to four groups each corresponding to one of the four learning conditions. Learning outcomes, as measured by post-game assessment tools speci?c to each of the three games were set as the dependent variable. The ?ndings suggest that game-based learning is in?uenced by the pedagogical context within which the actual gameplay activity is situated. Speci?cally, peer collaboration and facilitator support were found to be effective in promoting learning through computer game-play.
基于电脑游戏的学习和教学情境:一项实地研究的初步发现
本文报告了一项正在进行的研究的初步结果,该研究旨在探索各种基于电脑游戏的学习环境对学习结果的影响。为此,中学生在四种教学情境下玩了三种基于数学和社会科学的教育电脑游戏:合作与主动促进;没有主动促进的协作;个人主义,积极促进;没有积极促进的个人主义。参与者是来自七年级和八年级的108名学生,他们被分成四组,每组对应四种学习条件中的一种。用赛后评估工具衡量的学习成果?将三个游戏的C值设为因变量。研究结果表明,以游戏为基础的学习正在流行。受实际玩法活动所处的教学环境的影响。Speci吗?此外,同侪合作及辅导员支援对促进学生透过电脑游戏学习亦有成效。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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