教师对历史教育中游戏学习的态度

Peter Mozelius, Wilfredo Hernandez, J. Sällström, Andreas Hellerstedt
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引用次数: 14

摘要

基于游戏的学习(GBL)是一个新兴的领域。研究报告了学生对数字游戏的丰富使用以及GBL在传统学校科目中的学习潜力。在过去的十年中,瑞典学校已经将数字游戏作为各种学科的教育工具进行了测试,例如历史和外语的教学。然而,对于在历史教育中使用GBL的态度,却缺乏详细的研究。该研究的主要目的是调查和讨论人们对在正规历史教育中越来越多地使用数字游戏的态度。早前的研究分析了学生的观点和偏好,但这项研究关注的是教师的观点,以及如果数字游戏应该成为历史教育自学的一种选择,哪些设计因素是重要的。研究方法是定性的横断面研究,中学教师回答了关于他们对教学和在正规教育中使用GBL的看法的开放式问题问卷。所有被选的受访者都是注册为专业中学历史教师。此外,教师还描述了他们自己的游戏习惯和游戏设计偏好。调查结果显示,大多数受访者对具有历史背景的数字游戏有很好的了解,并且对GBL的使用持积极态度。中学教师也有在教学和学习活动中使用各种媒体的传统,并且也没有任何规定反对增加使用数字游戏。数字游戏可能不是历史教育的首选,但历史教育的一个重要方面是描述历史的主要变化和影响。作者的建议是,使用能够让玩家进行切边学习的游戏,而游戏环节可以被视为进一步深入学习的开胃菜。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Teacher Attitudes Toward Game-based Learning in History Education
Abstract Game-based learning (GBL) is an emerging field reaching new contexts. Research has reported about students’ rich use of digital games and the learning potential of GBL in traditional school subjects. Digital games have been tested as educational tools in various subjects in Swedish schools during the last decade, in areas such as teaching and learning of history and foreign languages. However, there is a lack of detailed research on attitudes toward the use of GBL in history education. Main aim of the study was to examine and discuss attitudes toward an increased use of digital games in formal history education. Earlier studies have analysed students’ opinions and preferences, but this study has a focus on the teacher perspective and on which design factors are important if digital games should be an alternative for self-learning in history education. The research approach has been qualitative cross-sectional study where secondary school teachers have answered questionnaires with open-ended questions on their view of didactics and the use of GBL in formal education. All selected respondents are registered as professional secondary school history teachers. Furthermore, teachers have described their own gaming habits and their game design preferences. Findings show that a majority of the informants have good knowledge about digital games with historical setting and also a positive attitude toward an increased use of GBL. Secondary school teachers also have a tradition of using various media in their teaching and learning activities and there are neither any regulations against an increased use of digital games. An important aspect of history education, where digital games might not the first choice, is in the description of the main changes and influence of a historical époque. Authors’ recommendation is to use games that can enable tangential learning where the gaming sessions could be seen as appetisers for further and deeper learning.
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