Engaging Students Through Escape Games and a Play Environment During Recess

T. Seifert, Y. Gez
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引用次数: 1

Abstract

The article describes projects that combined experiential learning and gamification with teachers and pupils in junior high school science classes. The pupils planned and designed projects and critiqued the quality of the final products. A field report study model was employed using principles from the world of play in order to better understand the production of a high-quality project. An “Octalysis” model was constructed to identify and analyze the factors that enhance human motivation, and principles for the creation of experiential learning and play. One of the significant characteristics that enabled the production of many varied products was the teachers' ability to find time and physical space in which to create the learning environments. Provision of experiential learning and play environments is demanding for the teacher, but rewarding since they involve pupils and deepen learning quality throughout the process. As a result of this experimentation and reflection, insights were gained concerning the creation of experiential learning and play environments.
通过逃避游戏和休息时的游戏环境吸引学生
这篇文章描述了在初中科学课上与教师和学生结合体验式学习和游戏化的项目。学生们计划和设计项目,并对最终产品的质量提出批评。为了更好地理解高质量项目的生产,采用了一种使用游戏世界原则的实地报告研究模型。我们构建了一个“八度分析”模型来识别和分析增强人类动机的因素,以及创造体验式学习和游戏的原则。能够生产各种产品的一个重要特征是教师能够找到时间和物理空间来创造学习环境。提供体验式学习和游戏环境是对教师的要求,但也是有益的,因为它们让学生参与进来,并在整个过程中加深学习质量。作为实验和反思的结果,我们获得了关于创造体验式学习和游戏环境的见解。
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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