在基于游戏的学习活动中使用大型网络游戏

Lorena Hernández, Verónica Hernández, Farah Neyra, Julieta Carrillo
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引用次数: 1

摘要

在过去的十年里,《我的世界》和《Roblox》等大型多人在线游戏的流行引起了教师和教育研究人员的注意。本文的目的是通过行动研究,提供在基于游戏的学习活动中使用Roblox的初步课堂体验。采用便利抽样和定额抽样的方法,对四组不同教育水平的学生进行干预:1个中学、1个高中和2个大学。与Roblox合作的学习活动是在2019冠状病毒病大流行期间的2020-2021学年进行的,该流行病迫使墨西哥学校实现数字化。Roblox被用来学习内容(如恐龙、传染病、系统定义)和人际交往技巧(谈判、合作)。通过定量数据和定性数据对被试的学习知觉进行探讨。研究结果表明,学生们喜欢Roblox学习活动,因为它允许同学之间的社交互动。学生们通过Roblox活动课对学习进行了不同程度的评估(3,08;3、18;4.07和4.21的李克特量表)。结果表明,群体之间存在代际差异。最后,本文为在教育环境中使用Roblox提供了具体建议。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The use of Massive Online Games in game-based learning activities
The popularity of massively multiplayer online games such as Minecraft and Roblox has aroused the attention of teachers and educational researchers in the past decade. The purpose of this paper is to provide preliminary classroom experience using Roblox in game-based learning activities through action research. Convenience and quota sampling were used, intervening in four groups from different educational levels: 1 secondary, 1 high school, and 2 colleges. The learning activities with Roblox were conducted during the 2020-2021 academic year during the COVID-19 pandemic that forced Mexican schools to go digital.  Roblox was used to learn content (like dinosaurs, contagious diseases, system definition) and interpersonal skills (negotiation, cooperation). The participants’ learning perception was explored through quantitative and qualitative data. Findings suggest that students enjoyed the Roblox learning activity as it allowed social interaction between classmates. The students evaluated the learning through the Roblox activity class on different scales (3,08; 3,18; 4,07 and 4,21 on the Likert scale). The results indicate that there are generational differences between groups. Finally, the paper offers concrete suggestions for the use of Roblox in the educational context.
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