一款促进化学自学的智能手机游戏

Krittiya Saksrisathaporn, Patcharaphon Sribunthankul
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引用次数: 1

摘要

在泰国,对于大多数高中学生来说,记住元素周期表是学习化学和通过大学入学考试的重要组成部分。由于许多学生生活在泰国较大的城市地区,他们中的大多数人都会遇到同样的问题,例如上课时间的限制,以及他们参与广泛的高中和课外活动,这减少了学生的学习时间。自学是一种被证明是有效、方便和快速的方法。目前,学生享受自主学习的有效资源很少。基于游戏的学习是其中一种方法,但大多数方法都很难学会如何玩,既不吸引人,也没有挑战性。在本研究中,我们设计并开发了一款基于智能手机的学习游戏,通过更好的关卡设计,包括色彩情感理论,以及高质量的平面设计来提供更好的用户体验。游戏分为三个阶段,每个阶段都有一个迷你解谜游戏,游戏风格不同,玩家需要实现不同的目标。游戏的第一阶段是记住元素的名称和符号。第二阶段是记住组和周期,而第三阶段允许学生应用元素形成化合物。评估结果显示,102名学生中96%的人喜欢玩游戏,87%的人认为游戏具有挑战性,94%的人比玩游戏前至少多记住了3个元素。满意度调查问卷显示了游戏学习系统对化学自主学习的益处。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A SMARTPHONE GAME TO PROMOTE SELF-LEARNING IN CHEMISTRY
In Thailand, for most students in high school, remembering the periodic table is an important part of learning chemistry and to pass a university entrance examination in their scientific program. As many students live in the bigger city areas in Thailand, most of them encounter the same problems such as limitations on lesson time, and their involvement in a wide range of high school and extra-curricular activities which reduces the student's study time. Self-learning is one method that has been proven to be effective, convenient, and fast. Presently, there are few effective resources for students to enjoy self-learning. Game-based learning is one of the approaches that has been suggested, but most of them are too difficult to learn how to play, not attractive and not challenging. In this study, a smartphone-based learning game was designed and developed with better level design, including color emotional theory, and quality graphic design to provide a better user experience. The game consists of three stages, and at each stage, a mini-puzzle game is presented which plays a different style with different goals to be achieved. The first stage of the game is to remember the names and symbols of elements. The second stage is to remember the group and period, while the third stage allows students to apply elements to form chemical compounds. The results from an evaluation showed that 96% of 102 students, enjoyed playing the game, 87% said the game was challenging, and 94% remembered at least 3 elements more than before playing. The satisfaction questionnaire demonstrated the benefits of the game-based learning system on self-learning in chemistry.
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