应急远程教学中视频游戏对高教学生学习效能的影响

Dávid Papp, Krisztina Győri, K. Kovács, Csilla Csukonyi
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引用次数: 2

摘要

大流行导致高等教育机构实施了一种新的数字工作方案,以避免身体接触,这在文献中被称为紧急远程教学(Hodges, Moore, Lockee, Trust, & Bond, 2020)。紧急远程教学(后来的ERT)的必然结果是学生的组织内部和组织外关系显著减少(Pusztai & Győri, 2021)。根据以往的研究结果,我们知道缺乏学生关系与效率低下密切相关(Astin, 1993;Pusztai, 2015;Tinto, 1975),这也是在ERT期间确定的(Pusztai & Győri, 2021)。在目前的研究中,首先,我们假设学生通过电子游戏完成的社交互动可以弥补孤立感(Pisan, 2007)并提高其有效性。其次,我们假设电子游戏可能由于压力和不确定时期以及避免活动而被证明是无效的。在我们的研究中,我们应用了数据库分析(Learning Alone数据库,N = 677)和半结构化访谈(N = 19)。在定量样本中,我们发现游戏时间的增加(与疫情爆发前相比)与持久性降低有关,而游戏时间的减少也得到了类似的结果。此外,接受采访的参与者强调,他们在ERT期间使用电子游戏作为维持关系的工具,他们也倾向于在与其他学生的关系中这样做。因此,可以说电子游戏是一种课外活动,它可以同时对学习效果产生积极和消极的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The effects of video gaming on academic effectiveness of higher education students during emergency remote teaching
The pandemic caused a new digital scheme of work to be implemented in higher educational institutes to avoid physical contact, which is referred to as emergency remote teaching in the literature (Hodges, Moore, Lockee, Trust, & Bond, 2020). The inevitable consequence of emergency remote teaching (later on ERT) was that the students’ inter-and extra organisational relationships decreased significantly (Pusztai & Győri, 2021). Based on the results of previous studies, we know that the lack of student relationships is strongly related to ineffectiveness (Astin, 1993; Pusztai, 2015; Tinto, 1975), which was also identified during the period of ERT (Pusztai & Győri, 2021). In the current study, firstly, we hypothesised that the students’ social interactions, which were accomplished by video gaming, could compensate for isolation (Pisan, 2007) and improve their effectiveness. Secondly, we hypothesised that video gaming might prove ineffective due to stressful and uncertain periods as well as avoidance of activity. In our study, we applied database analysis (Learning Alone database, N = 677) and half-structured interviews (N = 19). In the quantitative sample, we identified that increased gaming time (compared to the time spent before the pandemic) was related to persistence reduction, whereas similar results were obtained with the reduced playing time. In addition, the interview participants reinforced that they used video gaming as a tool to maintain their relationships during ERT, and they tended to do so in their relationships with other students as well. Thus it can be said that video gaming is an extracurricular activity that could affect academic effectiveness positively and negatively at the same time.
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