基于增强现实与双框架的高中历史教学桌游设计:学习绩效与心流状态的评价

Cheng-Tai Li, Yu-Ju Huang, Yan-Ru Lai, Shu-Ting Zheng, Pei-Ting Yang, Chia-Jung Wang, H. Hou
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引用次数: 1

摘要

本研究的目的是设计一款基于增强现实的教育类桌游,采用双支架框架,结合同伴支架和认知支架。教学目标是引导学生学习和了解家乡的历史。为了对游戏进行评估,本研究共招募了29名高中生参与。结果表明,学生的学习成绩有了明显的提高,学生都具有较高的流动状态和技术接受度。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Designing an Augmented Reality-based Educational Board Game Integrated with Dual-Scaffolding Framework for High school History Course: The Evaluation of Learning Performance and Flow State
The study aimed to design an augmented reality-based educational board game with the dual-scaffolding framework integrated peer-scaffolding and cognitive-scaffolding. The teaching objectives is to guide students to learn and understand the history of their hometown. To evaluate the game, a total of 29 senior school students were recruited to participate in the current research. The results shown that students' learning performance has been significantly improved, and students all have a high degree of flow state and technology acceptance.
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