If the Gear Fits, Spin It Again!

Mina Johnson, David Birchfield, Colleen Megowan-Romanowicz
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引用次数: 1

Abstract

To understand how students learn while engaged in active and embodied science games, two gears games were created. Would students' gear switching skills during the game be correlated with pre- and post-knowledge tests? Twenty-three seventh graders, playing as dyads, used gestures to manipulate virtual gears in the games. The Microsoft Kinect sensor tracked arm-spinning movements. Paper and pencil gear knowledge tests were administered before and after. In Game 1 (the easier one), the in-game switching data was significantly negatively correlated with only pretest gear knowledge. In Game 2 (the harder one), switching was negatively associated with both pre- and posttests. Negative correlations mean that fewer switches were used and that demonstrated better knowledge of mechanical advantage. In-game process data can provide a window onto learner's knowledge. However, the games need to have appropriate sensitivity and map to the learner's ZPD. In ludo (or in-process) data from videogames with high sensitivity may attenuate the need for repetitive traditional knowledge tests.
如果齿轮合适,再旋转一次!
为了了解学生是如何在积极的科学游戏中学习的,我们设计了两个年级的游戏。学生在游戏中的装备转换技能是否与知识前后测试相关?23名七年级学生扮演二人组,用手势操纵游戏中的虚拟齿轮。微软的Kinect传感器可以追踪手臂旋转的动作。前后分别进行纸笔齿轮知识测试。在游戏1中(游戏邦注:较为简单的游戏),游戏内切换数据与预测试装备知识呈显著负相关。在游戏2中,切换与前测试和后测试都呈负相关。负相关意味着使用更少的开关,这表明对机械优势有更好的了解。游戏过程数据可以为学习者的知识提供一个窗口。然而,游戏需要有适当的敏感性,并映射到学习者的ZPD。来自高灵敏度电子游戏的内部(或进程中)数据可能会减少对重复的传统知识测试的需求。
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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