探索学生参与一年后以游戏为基础的学习活动的有效性和横向能力保留

Mariana Leandro Cruz, G. Saunders-Smits
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引用次数: 1

摘要

工程教育的大多数研究都集中在教学干预的有效性以及工程学生在这些干预发生后立即从这些干预中获得的横向能力。本研究探讨了一项现有的基于游戏的学习活动的有效性以及参与该活动的学生在实施一年后的能力保留情况。对荷兰代尔夫特理工大学参加活动的9名学生进行了半结构化访谈。研究结果表明,学生们记住了这个活动,并从中受益。这项探索性研究表明,这种活动对于保持学生的横向能力是有效的,因为它提供了主动学习、参与、规则、冒险、合作和竞争,并且它可以在任何工程环境中进行。本研究鼓励工程教育领域的研究人员进行横向能力保留研究,这是了解教学实践如何在学生参与后的一段时间内塑造学生能力的基础。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Exploring the effectiveness and the transversal competency retention of a game-based learning activity one year after student participation
Most studies in engineering education focus on the effectiveness of the teaching interventions and what transversal competencies engineering students gain from those interventions immediately after they take place. This study explores the effectiveness of an existing game-based learning activity and the competency retention of the participating students one year after its implementation. Semi-structured interviews were conducted to nine students who participated in the activity at Delft University of Technology, The Netherlands. The findings showed that students remembered and benefited from the activity. This exploratory study indicated that this activity is valid to retain students transversal competencies because it provides active learning, engagement, rules, risk-taking, cooperation and competition, and it can be plugged-and-played in any engineering context. This study encourages researchers in the field of engineering education to conduct transversal competency retention studies, which are fundamental to understand how the teaching practices shape students’ competencies in the period after their participation.
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