Efficacy of MedMyst: an Internet Teaching Tool for Middle School Microbiology.

Leslie M Miller, Janette Moreno, Vicky Estrera, David Lane
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引用次数: 19

Abstract

Can web-based technology be used to effectively introduce or reinforce aspects of microbiology to middle school students? This central hypothesis examines whether brief exposure to a web adventure format containing virtual lab experiments and computer games within an engaging story line can impact student learning. An episodic adventure series, MedMyst (http://medmyst.rice.edu), focuses on infectious diseases and the microbes that cause them. The website is not intended to replace classroom instruction, but rather to engage students in problem-solving activities not likely to be encountered elsewhere. It also provides scientists with a resource to introduce microbiology to adolescent audiences through outreach activities. In the online adventure, the player (student) enters a futuristic world in which he or she becomes a “Reconstructor,” a member of an elite team charged with preventing the spread of infectious disease. The series consists of three “missions,” each lasting approximately 30 to 40 minutes and designed to address a limited set of learning objectives. Middle school students participated in the creation of the characters and the stylized design through focus groups. Classroom teachers oversaw the alignment of the web adventure objectives with the National Science Content Standards. Scientists and clinicians reviewed the web adventure for content and accuracy. A field test involving over 700 students from nine different schools assessed the knowledge gains attributable to playing MedMyst. Gain scores from pretest to posttest indicated that middle school students retained important information by interacting with the online material for as little as 30 minutes per adventure; however, gains for high school students were less persuasive, perhaps indicating a different learning tool or content is required for this age audience.
MedMyst:中学微生物学网络教学工具的效果。
基于网络的技术能否有效地向中学生介绍或加强微生物学方面的知识?这一中心假设考察了在一个引人入胜的故事情节中,短暂接触包含虚拟实验室实验和电脑游戏的网络冒险形式是否会影响学生的学习。MedMyst (http://medmyst.rice.edu)是一个剧情冒险系列,主要关注传染病和引起传染病的微生物。这个网站并不是要取代课堂教学,而是要让学生参与在其他地方不太可能遇到的解决问题的活动。它还为科学家提供了通过外展活动向青少年介绍微生物学的资源。在这款在线冒险游戏中,玩家(学生)将进入一个未来世界,在那里他或她将成为一名“重建者”,一名负责防止传染病传播的精英团队的成员。该系列由三个“任务”组成,每个任务持续大约30到40分钟,旨在解决有限的学习目标。中学生通过焦点小组的形式参与角色的创作和风格化设计。课堂教师监督网络冒险目标与国家科学内容标准的一致性。科学家和临床医生审查了网络冒险的内容和准确性。来自9所不同学校的700多名学生参与了实地测试,评估了玩《MedMyst》所获得的知识。从前测到后测的增益分数表明,中学生通过与在线材料互动来保留重要信息,每次互动时间只有30分钟;然而,高中生的收益不那么有说服力,也许表明这个年龄段的观众需要不同的学习工具或内容。
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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