时间Argonaut:农村学生英语报时练习游戏

Annavelle M. Dicky, Bong S. Fen, Harrison K.K.S, Hephzibah R. Sangen, Nadia Raca, Ng Kia Jee
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摘要

本文描述了沙捞越农村地区小学生教育游戏的设计和开发。来自沙捞越农村地区的学生在学习数学和科学时面临着一些挑战,包括英语水平差,上网和使用小工具的机会有限,缺乏在现实生活中练习英语的真正机会,以及教师的英语水平。在本研究中,设计了一个游戏化的学习模块来教授时间,并根据学生的需求进行定制。通过众包方便抽样的方式,从沙捞越州巴拉姆一所农村学校招募了25名小学一年级学生进行研究。通过Playday活动收集学生的反馈,通过观察和反馈得出结果。游戏日的结果显示,学生觉得游戏很有趣,并有动力学习看时钟和时间,参与合作学习,促进团队合作学习。游戏化教学为学生创造了一个有意义的学习过程。建议在未来的研究中检查游戏化在中学层面的有效性,并探索不同游戏设计和游戏机制的有效性
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Time Argonaut: A Game to Practice Telling Time in English for Rural School Students
This article describes the design and development of an educational game for primary school students in a rural area of Sarawak. Students from rural Sarawak areas face several challenges contributing to demotivation when learning Mathematics and Sciences, including poor English proficiency, limited accessibility to the internet and gadgets, lack of genuine opportunities to practice English in real life, and teachers' English proficiency. In this study, a gamified learning module was designed to teach about time and tailored to students' needs. 25 Primary One students from a rural Baram, Sarawak school were recruited through crowdsourced convenience sampling for the study. Playday was conducted with the students to collect their feedback, and results were obtained from observation and feedback. Results from the playday showed that the students perceived that the game was fun and motivated them to learn about clock reading and time, engaging them to collaborate in learning and promoting teamwork in learning. The integration of gamification in teaching creates a meaningful learning process for students. It is recommended to examine the effectiveness of gamification at the secondary school level in future studies and explore the effectiveness of different game designs and game mechanisms
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