基于经济领域学习对象选择的知识转移情境下已建立策略博弈的探索性研究

R. Wittrin, Christian Roschke, Volker Tolkmitt, M. Ritter
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引用次数: 1

摘要

电脑和视频游戏是科学界广泛深入研究的课题。这个范围包括分析游戏对暴力倾向、幸福感或学习过程的影响。之前的研究基本上得出了游戏对学习行为的积极影响,特别是在动机层面。然而,分析主要集中在专门设计的教育类游戏,而不是市场上的娱乐类游戏。在这里,我们通过识别合适的游戏并检查它们与经济学习目标目录的交集来解决这一差距。为此,这个目录被转换成一个改编的标准目录,并在五个选定游戏的基础上进行审查。主要发现包括,平均而言,学习目标目录之间有56%的主题重叠,而18%的目标以一种抽象应用的方式解释,即使在游戏环境之外也是可行的。这些发现强调了这些游戏在教育领域应用的潜在价值,同时也提出了调整和补充的必要性,以更好地实现目标。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Exploratory Study of Established Strategy Games in the Context of Knowledge Transfer Based on Selected Learning Objects from the Economic Field
Computer and video games are the subject of intensive and wide-ranging research within the scientific community. The spectrum ranges from the analyses of the effects of games on the propensity to violence, well-being or on the the learning process. Previous works largely concluded positive effects of games on the learning behaviour, particularly at the motivational level. However, the analysis has mainly focused on specially designed educational games, not on games from the entertainment sector that are established on the market. Here, we address this gap by identifying suitable games and examining them for intersections with a catalogue of economical learning objectives. For this purpose, this catalogue is transformed into an adapted criteria catalogue and examined on the basis of five selected games. The main findings include that on average there is a 56% thematic overlap between the learning objectives catalogue, while 18% of the objectives were explained in a way that an abstracted application is possible even outside the gaming environment. Those findings highlight the potential value of these games for an application within the educational sector while suggesting the necessity for adjustments and additions to better address the objectives.
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