Educational environmental geoscience e-gaming to provide stimulating and effective learning

J. Pringle
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引用次数: 16

Abstract

Abstract Current Higher Education students mostly comprise so-called Generation Y who have grown up with personal computer and e-gaming technologies. As such, they may respond positively to educational gaming as stimulating and effective complementary learning tools. This paper reports on evaluation of an environmental geoscience e-game developed with other complementary learning technologies for a final year option module for GEES-subject undergraduate students. The e-game was based on an author-published academic article. Semi-quantitative and qualitative evaluation evidences this was an effective approach and complemented more traditional educational learning methods, with a high level of student engagement, including, unexpectedly, with the academic article.
教育环境地球科学电子游戏提供刺激和有效的学习
当前高等教育的学生大多是伴随个人电脑和电子游戏技术成长起来的所谓“Y一代”。因此,他们可能会积极响应教育游戏作为刺激和有效的补充学习工具。本文报告了对环境地球科学电子游戏的评估,该游戏与其他补充学习技术一起开发,用于环境地球科学本科学生的最后一年可选模块。这款电子游戏是基于一篇作者发表的学术文章。半定量和定性评估证明这是一种有效的方法,并补充了更多传统的教育学习方法,学生的参与度很高,出乎意料的是,包括学术文章。
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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