移动性前学生跨文化远程协作任务的游戏化

Marta Giralt, Liam Murray
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引用次数: 5

摘要

在最近的TeCoLa3项目会议上,Colpaert(2017)宣称:“没有足够的证据表明技术对学习有直接影响,即使是虚拟世界。不,甚至不是游戏……我的假设是……一方面,技术的附加值取决于你的学习环境的设计……另一方面我要讲的是任务设计"本立场文件认为,游戏化可以有效地用于吸引学生参与移动前准备远程协作课程,特别注意环境和任务设计。这种准备工作涉及与国际伙伴和同行开展远程协作任务。参与是自愿的,完成既定任务的最大挑战之一是最初的不匹配或“不适合”搭档。我们提出了围绕任务设计可能游戏化的问题和想法,以激励学生,建立一个“期望-价值框架”(Dörnyei, 1998),并在整个移动前远程协作项目中保持参与。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gamifying intercultural telecollaboration tasks for pre-mobility students
At a recent TeCoLa3 project conference, Colpaert (2017) declared: “there is not enough evidence to suggest that technology has a direct effect on learning, not even virtual worlds. No, not even games... My hypothesis is... that the added value of technology depends on the designs of your learning environment on the one hand... and what I will talk about on task design on the other”. This position paper argues that gamification may be effectively employed in engaging students’ participation in pre-mobility preparation telecollaborative programmes, paying particular attention to environment and task design. Such preparation involves carrying out telecollaborative tasks with international partners and peers. Participation is voluntary and one of the biggest challenges in completing the set tasks results from the initial mismatch or ‘non-fit’ of pair partners. We present issues and ideas surrounding the possible gamification of task design in order to motivate students, to build an ‘expectancy-value framework’ (Dörnyei, 1998), and to remain engaged throughout the pre-mobility telecollaborative project.
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