通过游戏化和电子学习来教授跨文化主义

A. Mărginean
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摘要

本文探讨了在高等教育环境中,通过游戏化和电子学习,跨文化主义教学在多大程度上可能变得更有效。为了强调这些活动的好处(如果有的话),我们使用了两个独立的三年级学生系列,他们参加了相同的课程,同时只向其中一个学生介绍了电子学习游戏元素(系列2),然后在学期结束时检查那些接触电子学习游戏化活动的学生的学术成就,与那些没有接触电子学习游戏化活动的学生进行比较。该活动基于Geert Hofstede和Michael Minkov在文化分析和分类中使用的跨文化关键概念,分为六对:个人主义-集体主义、高低权力距离、高低不确定性规避、长短期取向、男性气质-女性气质和放纵-克制。学生们的任务是将现实情境的内容创作成拍摄短场景,需要突出来自不同文化背景的人,以各种心态作为基本假设,遇到和冲突时产生的问题和差异。由于有六对跨文化概念,我们将系列二的课程参与者分为两组,每组学生收到三对,并且必须制作三个视频,每组一个。这些视频是由他们专门制作的,然后变成了演员角色。用于这项任务的资源必须主要包括各种电子设备,以及其他物品,如服装、拍摄场地、道具等。除了构思和制作视频之外,游戏还包括将视频呈现给另一组,他们必须猜测视频中所阐述的理论概念。换句话说,这些视频进一步成为了学生观众的电子学习工具——所有参与任务的学生轮流持有的地位,既是创造者,也是具有游戏化元素的电子学习工具的受益者。从课程测试中可以看出,参与电子学习游戏化任务的学生的学习成绩要好得多,这有助于作者和观众更好地理解和记住跨文化主义概念。论文的延伸结论是,这种类型的作业有助于培养额外的技能和理想的行为:计算机和电子设备处理能力、组织和团队合作能力、创造力和想象力、同理心和灵活的视角、工作责任、自尊等。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
TEACHING INTERCULTURALISM BY RESORT TO GAMIFICATION AND E-LEARNING
This paper explores the extent to which the teaching of interculturalism in a higher education environment may become more effective by resort to gamification and e-learning. To highlight the benefits of these, if any, we used two separate series of third-year students who attended the same course, while introducing the e-learning game elements to only one (Series 2), and then examined, at the end of the semester, the academic achievement of those who were exposed to the e-learning gamification activity in comparison with those who were not. This activity relied on Geert Hofstede and Michael Minkov’s intercultural key concepts used in the profiling and classification of cultures, organized in six pairs concerning: individualism-collectivism, high-low power distance, high-low uncertainty avoidance, long-short term orientation, masculinity-femininity and indulgence-restraint. The task for the students consisted in the content authoring of realistic situations put into filmed short scenarios, which needed to highlight the problems and differences arising when people coming from dissimilar cultures, with various mindsets active as basic assumptions, meet and clash. Since there were six pairs of intercultural concepts, each of the two groups of students into which we divided the course participants from Series 2 received three, and had to make three videos, one for each set. The videos were made exclusively by them, transformed into actors-characters. The resources used for this assignment had to include, primarily, various electronic devices, along with other items such as clothing, shooting site, props etc. Besides the conception and making of the videos, the game further consisted in presenting them to the other group, who had to guess the theoretical concepts illustrated in each. In other words, the videos further became an e-learning tool for the students-viewers – a status that all the students involved in the task got to hold, in turns, being both creators and beneficiaries of an e-learning instrument with gamification elements. Academic performance, visible in the course test, was much better in the case of the students involved in the e-learning gamification task which helped both its authors and its spectators understand and remember the interculturalism notions better. The extended conclusion of the paper bears on the way in which this type of assignment helps the development of additional skills and desirable behaviors as well: computer and electronics-handling literacy, organizational and team work abilities, creativity and imagination, empathy and flexible perspective, work responsibility, self-esteem etc.
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