游戏学习平台策略设计诱导的填鸭式与间隔式学习

Pauli P. Y. Lai
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引用次数: 0

摘要

填鸭式学习,即在考试前的最后一天进行集中学习,在学校是一种普遍现象。与此同时,一些学生可能喜欢匆匆完成科目,以便早点完成学习,从事其他休闲活动。众所周知,在任何时候死记硬背都不利于知识的获取。相比之下,间隔学习,即学习小块而不是集中在一起,比在任何时候死记硬背或集中学习更有效。然而,我们没有发现任何先前的研究表明,基于数字游戏的学习(DGBL)平台的设置将如何塑造学生的学习行为,使其成为填鸭式或间隔式的。因此,我们设计了一个名为SQL挑战游戏的DGBL平台,并针对两个班的学生设计了不同的游戏尝试限制。结果表明,不受游戏尝试限制的学生以间歇性的方式进行学习活动,而受尝试限制的学生则以小块的方式每天从DGBL平台学习。这两个班的学习成绩表明,受尝试限制的学生学习规律,在DGBL平台覆盖的领域表现更好。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Cramming Versus Spaced Learning Induced by Strategic Design of Game-based Learning Platform
Cramming, which is massing study on the last day before a test/exam, is a common phenomenon in schools. Meanwhile, some students may like to rush through the subjects to finish learning earlier to engage in other leisure activities. Common knowledge is that cramming or massing study at whatever time is not conducive to acquiring knowledge. In contrast, spaced learning, that is, learning in small pieces instead of massing them together, is more effective than cramming or massing study at any time. However, we have not found any previous studies showing how the settings of a digital game-based learning (DGBL) platform would shape students’ learning behaviour to be cramming-like or spacing-like. Hence, a DGBL platform called SQL Challenge Game was devised with differences in the game attempt limit for two classes of students. The results indicated that students free from the game attempt limit engaged in the learning activities in a spasmodic manner, while those subject to the attempt limit learnt from the DGBL platform daily in small pieces. The academic performance from these two classes indicated that those students subject to the attempt limit learnt regularly and performed better in areas covered by the DGBL platform.
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