MISSION BERLIN -一个移动游戏化的新教育景观探索

Bart Pardoel, Salomi Papadima-Sophocleous, A. Athanasiou
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引用次数: 0

摘要

虽然一些学术领域已经对游戏和游戏元素在纯娱乐之外的使用进行了研究,但对中学外语学习中完全游戏化课程的研究仍然很少。这篇探索性研究论文有助于更好地理解手机游戏化在外语/第二语言教育中的应用,特别是在荷兰中学的背景下。一个技术辅助的移动游戏化语言课程A1德语作为FL (GFL),称为MISSION BERLIN,被开发,实施和评估。学生们在自己的设备上使用官方Moodle应用程序,扮演特工的角色,前往德国首都进行为期六周的任务。总共有45003个学生与Moodle软件的互动(点击)被记录和分析,包括个人互动的总数和点击的次数。此外,还分析了学生收集硬币的方式,从而可以识别学生的游戏模式并探索不同的学生行为。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
MISSION BERLIN – a mobile gamified exploration of a new educational landscape
Although the use of games and game elements other than pure entertainment has been studied in several academic fields, studies on completely gamified courses for foreign language learning in secondary schools are still scarce. This exploratory research paper contributes to a better understanding of the affordances of mobile gamification in Foreign Language (FL)/L2 education, specifically in the context of a Dutch secondary school. A technology-assisted mobile gamified language course for A1 German as an FL (GFL), called MISSION BERLIN, was developed, implemented, and evaluated. The students assumed the role of secret agents on a six-week mission to Germany’s capital, using the official Moodle app on their own devices. A total number of 45,003 student’s interactions (clicks) with the Moodle software were recorded and analysed, including the total number of individual interactions and the times when the clicks were made. In addition, the way how students collected the coins was analysed, making it possible to identify students’ playing patterns and to explore different student actions.
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