HeatQuiz: STEM教育中基于游戏学习的应用程序框架

Eva Jacobs, Oliver Garbrecht, R. Kneer, W. Rohlfs
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引用次数: 2

摘要

本文旨在促进大学水平教育中使用移动应用程序的基于游戏的学习,特别是在科学、技术、工程和数学(STEM)领域。一项针对102名受访者的调查确定了STEM学生在使用学习应用程序时的需求和偏好:他们喜欢哪种学习策略,驱动他们的个人动机是什么,哪些游戏化元素吸引他们,以及他们喜欢哪种使用场景。一个重要的结果是,学生更喜欢那些促进学习迁移的应用程序,而不是那些帮助组织或记忆内容的应用程序。这种偏好与该领域专业人员所期望的技能一致。得出了学习应用的具体设计和内容指南。在此之后,作者开发了一个框架,其他讲师可以使用它来创建自己的应用程序。支持STEM教育中两种普遍适用的任务类型:一种允许定性地绘制任何二维数学函数并检查其特征;另一个允许校正任何数学表达式,因为变量也可以被处理。利用这个框架,生成了一个热质传递的移动应用程序(HeatQuiz app)。对这款应用程序的评估是在一个本科班的STEM学生中进行的:绝大多数人给出了积极的评价,并认为对学习迁移的关注得到了很好的实施。这反映在使用统计数据中:在一个学期中,545名不同的学生总共玩了27,350款游戏。作为学习进度的衡量标准,在整个课程中,每场比赛的平均得分几乎增加了两倍。在准备考试期间,学生们将应用程序的使用率提高到每周最多10,000个游戏。这说明该应用程序作为一种学习工具被广泛接受,是教学的理想补充。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
HeatQuiz: An app framework for game-based learning in STEM education
The present paper aims to promote game-based learning using mobile apps in university-level education, specifically in the domains of science, technology, engineering, and mathematics (STEM). A survey among 102 respondents determined needs and preferences of STEM students when using learning apps: which learning strategies they prefer, what personal motivation drives them, which gamification elements appeal to them, and which usage scenarios they favor. An important result is that students prefer apps which promote transfer of learning to those which help structure or memorize content. This preference is in line with the skills expected from professionals in this field. Concrete design and content guidelines for learning apps are derived. Following these, the authors developed a framework which other lecturers may use to create their own app. Two universally applicable types of tasks in STEM education are supported: One allows to qualitatively draw any two-dimensional mathematical function and check its characteristics; The other allows to correct any mathematical expression as variables can also be processed. Using the framework, a mobile app for heat and mass transfer (HeatQuiz App) was generated. The app was evaluated with STEM students in an undergraduate class: The vast majority gave a positive rating and believed that the focus on transfer of learning is well implemented. This is reflected in the usage statistic: During one semester, 545 different students played a total of 27,350 games. As a measure of learning progress, the average score per game nearly tripled over the course of the class. While preparing for the exam, students pushed the app usage to a maximum of 10,000 games per week. This illustrates that the app was well-accepted as a learning tool and is an ideal complement for teaching.
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