小学特殊教育学生互动数字游戏的效果与动机/参与:个案研究分析

Jong-Chao Hong, C. Chuang, Yung-Ji Sher
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引用次数: 1

摘要

目的:信息技术的快速变化和发展为人们的生活带来了便利。教室里使用平板电脑,让学生通过电子游戏学习。本研究旨在探讨特殊教育学生的学习效果和学习兴趣,采用生动的互动数字游戏和适当的课程设计。材料与方法:本研究采用个案研究法,对8名来自某小学特殊教育班的自闭症谱系障碍(ASD)和脑瘫学生进行研究。研究人员通过观察和文献分析了交互式数字游戏对学习成果和学习兴趣(动机/参与)的影响。结果:特殊教育学生的构成具有高度的异质性,个体间的学习效果存在差异。学习效果和被试学习兴趣的时间序列分析表明,8名被试学习兴趣的效果和结果或多或少。除了发现每个案例的学习特征外,研究人员还观察到每个参与者不同于传统教学的行为模式和特征,并且涉及到研究人员在其他课程中从未观察到的一些方面。此外,观察到有注意缺陷多动障碍的学生坐在座位上很好地操作游戏;他们聚精会神地观看,他们的眼睛随着游戏中的主角移动。除了操作手中的平板电脑,他们偶尔也会看看其他同学,看看自己在演什么角色,他们也很用心。结论:所有人都能按照游戏指令完成任务,在游戏过程中,他们的动机和参与度显著提高。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Effects and Motivation/Engagement of an Interactive Digital Game for Special Education Students in Elementary School: A Case Study Analysis
Objective: The rapid changes in and development of information technology have made life convenient. Tablets are used in classrooms, allowing students to learn through digital games. This study aimed to explore the learning effects and learning interests of special education students, to whom a lively interactive digital game along with an appropriate course design were applied. Materials and Methods: This study applied the case study method to eight students with autism spectrum disorder (ASD) and cerebral palsy from a special education class in an elementary school. The effects of an interactive digital game on learning outcomes and learning interest (motivation/engagement) were analyzed through observation and documentation by the researchers. Results: The findings revealed that the composition of the special education students was highly heterogeneous, and the learning effect varied among individuals. The learning effect and time-series analyses on participants’ learning interest indicated more or fewer effects and outcomes in the eight participants. In addition to discovering the learning traits of each case, behavioral patterns and characters that differed from those in traditional teaching were observed for each participant, and involved some facets the researchers had never observed in other courses. In addition, the students with attention deficit hyperactivity disorder were observed to sit well on their seats to operate the game; they watched with concentration, and their eyes moved following the protagonist in the game. In addition to operating the tablets in their hands, they occasionally looked at other classmates to see the parts they were playing, and they were attentive to others. Conclusion: All of them could accomplish the mission by following game instructions, and their motivation and engagement significantly improved during the game.
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