“Why can't we always learn like this?” Games-based learning and the English language arts classroom: Lessons learned and practical applications

Hannah R. Gerber, A. Onwuegbuzie
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引用次数: 2

Abstract

This paper explores the impact of using commercial-off-the-shelf (COTS) videogames in a high school curriculum through examining the influence that using COTS videogames has on transforming students' literacy learning in-school. However, it must be noted that transforming literacy in-school is about more than bridging in- and out-of-school literacies; it is about developing a deeper understanding of the meaning of literacy in today's multimediated world so that we can better grasp how to harness new learning styles and new ways of making meaning. To understand how to capture these uses of in- and out-of-school practices, we conducted a mixed research study of a high school reading intervention class that incorporated a COTS videogames curriculum. Twenty-seven students participated and were enrolled in the class. Data were analyzed using constant comparison, classical content analysis, and qualitative comparative analysis. Findings indicate that the games-based curriculum allow students to see the validity of their out-of-school literacies within school curriculum, as evidenced by their desire to connect their reading and writing with gaming and an increased desire to read and to write more at the end of the class than at the beginning.
“为什么我们不能一直这样学习呢?”基于游戏的学习和英语语言艺术课堂:经验教训和实际应用
本文通过考察商用现货(COTS)电子游戏对改变学生在校读写学习的影响,探讨了在高中课程中使用COTS电子游戏的影响。然而,必须指出的是,转变校内扫盲不仅仅是在校内和校外扫盲之间架起桥梁;它是关于在当今多媒介世界中加深对识字意义的理解,以便我们能够更好地掌握如何利用新的学习方式和新的理解意义的方法。为了理解如何抓住这些校内外实践的使用,我们对一个高中阅读干预班进行了一项混合研究,其中包含了COTS视频游戏课程。27名学生参加并注册了这门课。数据分析采用恒值比较、经典内容分析和定性比较分析。研究结果表明,基于游戏的课程让学生看到了他们在学校课程中校外文化的有效性,他们希望将阅读和写作与游戏联系起来,并且在课程结束时比开始时更渴望阅读和写作。
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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