Research on the Design and Effect of Serious Game Technology Transfer in Experiential Education

Yingchun Xue, Guoping Chen, Guosen Miao, Chun Liu
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Abstract

Serious games are considered a useful tool for educational purposes. In order to improve the teaching effect of serious games, enrich the teaching process, and stimulate students' curiosity and interest, Survival Island is used as the carrier of serious games. In the context of the application and improvement of Kolb's theory of experiential learning circles, this paper provides a systematic study of the technology transfer and outcome evaluation of serious games. The main method is to use the game through the operation of “experience-publish-summary-application-improvement” Procedure, the introduction of the first teaching focus: team concept and problem-solving background, through the conflicts of team members and then introduced to the second teaching focus: communication concepts and skills, etc. Specifically, 68 students of 18 levels of administrative management in a college are divided into large experimental group, small experimental group, and observation group for course teaching. After class practice tests, after-class effect evaluation surveys, the large experimental group's knowledge acquisition and satisfaction levels are respectively reached 95.56% and 97.78%, the knowledge acquisition and satisfaction degree of the small experimental group reached 93.33% and 95.56%, respectively, and the knowledge acquisition and satisfaction degree of the observation group reached 92.8% and 91.2%, respectively. The results show that this serious game is mainly conducted by students for participatory practice simulation exploration, and has achieved good results, which proves that the serious game design and technology transfer are effective.
体验式教育中严肃游戏技术转移的设计与效果研究
严肃游戏被认为是教育目的的有用工具。为了提高严肃游戏的教学效果,丰富教学过程,激发学生的好奇心和兴趣,将《生存岛》作为严肃游戏的载体。本文在运用和完善科尔布体验学习圈理论的背景下,对严肃游戏的技术转移和结果评价进行了系统的研究。主要方法是利用游戏通过“体验-发布-总结-应用-改进”的操作程序,介绍第一个教学重点:团队概念和解决问题的背景,通过团队成员的冲突再介绍第二个教学重点:沟通概念和技巧等。具体将某高校行政管理专业18个层次的68名学生分为大实验组、小实验组和观察组进行课程教学。经过课堂实践测试、课后效果评价调查,大实验组的知识获取和满意度分别达到95.56%和97.78%,小实验组的知识获取和满意度分别达到93.33%和95.56%,观察组的知识获取和满意度分别达到92.8%和91.2%。结果表明,该严肃游戏主要是由学生进行参与式实践模拟探索,并取得了良好的效果,证明了严肃游戏的设计和技术转移是有效的。
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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