What’s in Their Words? How STEM Game Design Participants Discuss Their Projects, Motivation, and Success Differently

Denise M. Bressler, Leonard A. Annetta, Alexis Dunekack, Richard L. Lamb, David B. Vallett
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Abstract

This study explored whether participation in a high school STEM game design enrichment program influenced students’ discussions of project goals, motivation, and success. Seventeen high school students were included in the study, seven participated in the game design program, while ten were traditional students. Post-interviews were conducted using a semi-structured protocol in order to capture students' lived experience in a rich, meaningful way. Transcripts were qualitatively coded by two researchers. Connections between codes were analyzed using epistemic network analysis. Based on experience grouping, we investigated whether there was a difference in how students discussed (1) their projects? (2) their motivation? (3) their success? First, our findings revealed that traditional students discussed performance goals, while game design participants discussed learning goals. Second, game design participants discussed intrinsic motivation while traditional students discussed extrinsic motivation. Third, game design participants discussed persistence in relationship to their success; traditional students did not attribute their success to persistence. Overall, our combined results indicate that traditional students were performance-oriented, while game design participants were mastery-oriented. Designing STEM games is one potential method for helping students develop the mastery orientation that they need for success in future STEM careers and for their future in general.
他们说了什么?STEM游戏设计参与者如何以不同的方式讨论他们的项目、动机和成功
本研究探讨了参与高中STEM游戏设计丰富课程是否会影响学生对项目目标、动机和成功的讨论。17名高中生参与了这项研究,7名参加了游戏设计课程,10名是传统学生。访谈后使用半结构化协议进行,以便以丰富而有意义的方式捕捉学生的生活经历。转录本由两名研究人员进行定性编码。采用认知网络分析方法分析代码之间的联系。基于经验分组,我们调查了学生讨论(1)他们的项目的方式是否有差异?(2)他们的动机?(3)他们的成功?首先,我们发现传统学生讨论的是表现目标,而游戏设计参与者讨论的是学习目标。其次,游戏设计参与者讨论的是内在动机,而传统学生讨论的是外在动机。第三,游戏设计参与者讨论了持久性与他们成功的关系;传统的学生不把他们的成功归功于坚持不懈。总的来说,我们的综合结果表明,传统学生以表现为导向,而游戏设计参与者则以掌握为导向。设计STEM游戏是帮助学生培养掌握方向的一种潜在方法,他们需要在未来的STEM职业生涯中取得成功,并为他们的未来奠定基础。
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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