Shiffon Chatterjee, Atasi Mohanty, B. Bhattacharya
{"title":"基于电脑游戏的学习和教学情境:一项实地研究的初步发现","authors":"Shiffon Chatterjee, Atasi Mohanty, B. Bhattacharya","doi":"10.1109/T4E.2011.25","DOIUrl":null,"url":null,"abstract":"This paper reports the initial ?ndings from an on-going study to explore the effects of various computer game-based learning environments on learning outcomes.For this purpose, three educational computer games based on mathematics and social sciences were played by middle-school students under four pedagogical contexts: collaborative with active facilitation; collaborative without active facilitation; individualistic with active facilitation; and individualistic without active facilitation. The participants were 108 students from classes seven and eight, assigned to four groups each corresponding to one of the four learning conditions. Learning outcomes, as measured by post-game assessment tools speci?c to each of the three games were set as the dependent variable. The ?ndings suggest that game-based learning is in?uenced by the pedagogical context within which the actual gameplay activity is situated. Speci?cally, peer collaboration and facilitator support were found to be effective in promoting learning through computer game-play.","PeriodicalId":162825,"journal":{"name":"2011 IEEE International Conference on Technology for Education","volume":"25 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2011-07-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"5","resultStr":"{\"title\":\"Computer Game-Based Learning and Pedagogical Contexts: Initial Findings from a Field Study\",\"authors\":\"Shiffon Chatterjee, Atasi Mohanty, B. Bhattacharya\",\"doi\":\"10.1109/T4E.2011.25\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This paper reports the initial ?ndings from an on-going study to explore the effects of various computer game-based learning environments on learning outcomes.For this purpose, three educational computer games based on mathematics and social sciences were played by middle-school students under four pedagogical contexts: collaborative with active facilitation; collaborative without active facilitation; individualistic with active facilitation; and individualistic without active facilitation. The participants were 108 students from classes seven and eight, assigned to four groups each corresponding to one of the four learning conditions. Learning outcomes, as measured by post-game assessment tools speci?c to each of the three games were set as the dependent variable. The ?ndings suggest that game-based learning is in?uenced by the pedagogical context within which the actual gameplay activity is situated. Speci?cally, peer collaboration and facilitator support were found to be effective in promoting learning through computer game-play.\",\"PeriodicalId\":162825,\"journal\":{\"name\":\"2011 IEEE International Conference on Technology for Education\",\"volume\":\"25 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2011-07-14\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"5\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2011 IEEE International Conference on Technology for Education\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/T4E.2011.25\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2011 IEEE International Conference on Technology for Education","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/T4E.2011.25","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Computer Game-Based Learning and Pedagogical Contexts: Initial Findings from a Field Study
This paper reports the initial ?ndings from an on-going study to explore the effects of various computer game-based learning environments on learning outcomes.For this purpose, three educational computer games based on mathematics and social sciences were played by middle-school students under four pedagogical contexts: collaborative with active facilitation; collaborative without active facilitation; individualistic with active facilitation; and individualistic without active facilitation. The participants were 108 students from classes seven and eight, assigned to four groups each corresponding to one of the four learning conditions. Learning outcomes, as measured by post-game assessment tools speci?c to each of the three games were set as the dependent variable. The ?ndings suggest that game-based learning is in?uenced by the pedagogical context within which the actual gameplay activity is situated. Speci?cally, peer collaboration and facilitator support were found to be effective in promoting learning through computer game-play.