电子游戏是提高学生学习动机的手段

O. Horban, Maria Maletska
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引用次数: 2

摘要

这篇文章致力于利用电子游戏来提高学生的动机和对教育过程的影响。研究人员对动机特别感兴趣,因为它对学习和与学生一起工作很重要。除了成就的动机外,还有几种类型的动机:权力的动机、隶属关系的需要、求知的需要(好奇心)、被认可的需要。描述了学习动机的主要组成部分。电子游戏是一种复杂的现象,其主要特征是游戏设备、互动性和游戏规则。本文描述了在教育过程中使用电子游戏的两种方式:游戏化和基于游戏的学习。定义了提高学生学习动机的典型游戏化元素。结论是电子游戏对学生的情绪状态有显著的影响,鼓励他们参与学习,改善社交互动,减少焦虑和对失败的恐惧。在教学过程中使用电子游戏可以解决课堂学习缺乏动力的问题。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
VIDEOGAMES AS MEANS OF INCREASING STUDENTS’ MOTIVATION
The article is devoted to the use of videogames in order to increase students’ motivation and influence on educational process. Motivation is of particular interest to re-searchers because of its importance to learning and work with students. Several types of motivation apart from motivation for achieving: the motivation for power, the need for affiliation, the need to know (curiosity), the need for approval. Main components of the learning motivation are described. It is stated that videogames are complex phenomenon the main characteristics of which are apparatus for playing, interactivity and rules of playing game. Two ways of use of videogames in educational process are described: gamification and game-based learning. Typical elements of gamification which increase students’ motivation are defined. It is concluded that videogames have significant impact on emotional state of students, encourage them to participate in learning, improve social interaction and decrease anxiety and fear of failure. The use of videogames in educational process can solve the problems with lack of motivation during the work in class.
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