反思在模拟游戏学习中的作用——多方法准实验研究

Tobias Alf, Marieke de Wijse, Friedrich Trautwein
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摘要

反思在基于经验的学习中的作用被广泛讨论。本文研究了在五个模拟游戏研讨会中,反思任务作为定性和定量方法汇报的一部分的效果。本研究中使用的干预(反思作业)包括三个反思问题,并在小组中讨论。我们的目标是找出将这种干预加入定期的中间情况汇报(整个研讨会期间三次)的效果。方法设置是准实验的,因此,包括一个试验组和一个对照组。使用了两种不同类型的模拟游戏,一种是一般管理游戏,另一种是变革管理游戏。本研究中使用的数据来自三个不同的来源:首先,我们使用了两款游戏的游戏内表现数据。其次,我们使用两种类型的问卷来评估游戏体验和自我报告学习(MEEGA+和ZMS)。第三,利用治疗小组的反思笔记进行定性分析。在几个维度(游戏成功、游戏体验和自我报告学习)中,实验组和非实验组学生之间存在显著差异。定性数据显示了治疗团队对两款模拟游戏的深度反思。在定性反思数据的支持下,我们假设对学生的治疗效果更好是在重复反思中产生的。永久性的圆形反射有助于治疗学生更好地理解游戏并获得更深入的见解。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Role of Reflection in Learning with Simulation Games – A Multi-Method Quasi Experimental Research
The role of reflection in experience-based learning is discussed widely. This paper researches the effects of a reflection assignment as part of debriefing with qualitative and quantitative methodology in five simulation game-based seminars. The intervention (reflection assignment) used in this study consists of three reflective questions that are discussed in groups. We aim to find out the effects of adding this intervention to the regular in-between-debriefings (three times during the whole seminar). The methodological setup is quasi-experimental and so, consisted of a test group and a control group. Two different types of simulation games were used, one a general management game and the other a change management game. Data used in this study is gathered from three different sources: First, we used in-game-performance data from both games. Second, we used two types of questionnaires to evaluate game experience and self-reported learning (MEEGA+ and ZMS inventory). Third, the reflection notes from the treatment-teams were used for qualitative analysis. In several dimensions (game-success, game-experience and self-reported learning) significant differences were found between treatment and non-treatment students. Qualitative data show a deep level of reflection for treatment teams differentiating for the two simulation games evaluated. Supported by the qualitative reflection data we assume that the better results for treatment-students are routed in the repetitive reflection. The permanent circular reflection helps treatment students to understand the games better and gain deeper insights.
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