学生对游戏的倾向与对游戏学习的认知

Mazeyanti M. Ariffin, A. Oxley, S. Sulaiman
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引用次数: 5

摘要

在过去10年里,“游戏”一词一直是谷歌最受欢迎的搜索词之一。考虑到游戏的受欢迎程度,尤其是在年轻人中,学者和教育家需要找到游戏支持学习的方法。为了确保学习活动和预期结果之间的紧密匹配,教师应该了解学习者的需求和他们对游戏学习(GBL)的看法。研究的重点是四维框架(FDF)中的学习者规范维度。研究方法是通过调查,目标受众是Universiti Teknologi Petronas的学生。本研究采用方便抽样,共收集样本208份。这篇论文的结果是双重的:首先是确定游戏开发者或教师可以使用的游戏特征集,其次是游戏作为高等教育设置的教育工具的可行性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Students' inclinations towards games and perceptions of Game-Based Learning (GBL)
The term `games' has remained as one of the most popular search terms in Google for the past 10 years. Looking at games' popularity, especially among the youth, there is a need for academicians and educationists to find ways in which games might support learning. In order to ensure a close match between the learning activities and the expected outcome, instructors should aware of the learners' needs and their perception towards Game-Based Learning (GBL). The research focuses on the learner specification dimension in the Four-Dimensional Framework (FDF). The method of study was through a survey and the target audience is student of Universiti Teknologi Petronas. The research adopted convenience sampling and 208 samples were collected. The outcomes of this paper are twofold: first is the identification of sets of game characteristics to be used either by game developers or instructors, and second is an indication of the viability of games as an educational tool for Higher Education settings.
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