计算机教育中的数字游戏

Giani Petri, Christiane Gresse von Wangenheim, A. Borgatto, Alejandro Calderón, M. Ruiz
{"title":"计算机教育中的数字游戏","authors":"Giani Petri, Christiane Gresse von Wangenheim, A. Borgatto, Alejandro Calderón, M. Ruiz","doi":"10.4018/978-1-5225-5790-6.CH002","DOIUrl":null,"url":null,"abstract":"Digital games are considered an effective and efficient instructional strategy for computing education. However, there are few empirical studies providing sound evidence on the benefits of such educational games. In this respect, the objective of this chapter is to present a comprehensive analysis in order to summarize empirical evidence on the benefits of digital games used as an instructional strategy for computing education. The analysis is based on data collected from 21 case studies that use the MEEGA model, the most commonly used model for educational games' evaluation, evaluating 9 different games, involving a population of 344 students. The results indicate that digital games can yield a positive effect on the learning of computing, providing a pleasant and engaging experience to the students and motivating them to study. These results may guide instructors in the selection of educational games as instructional methods and guide game creators with respect to the development of new games.","PeriodicalId":201036,"journal":{"name":"Handbook of Research on Immersive Digital Games in Educational Environments","volume":"5 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":"{\"title\":\"Digital Games for Computing Education\",\"authors\":\"Giani Petri, Christiane Gresse von Wangenheim, A. Borgatto, Alejandro Calderón, M. Ruiz\",\"doi\":\"10.4018/978-1-5225-5790-6.CH002\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Digital games are considered an effective and efficient instructional strategy for computing education. However, there are few empirical studies providing sound evidence on the benefits of such educational games. In this respect, the objective of this chapter is to present a comprehensive analysis in order to summarize empirical evidence on the benefits of digital games used as an instructional strategy for computing education. The analysis is based on data collected from 21 case studies that use the MEEGA model, the most commonly used model for educational games' evaluation, evaluating 9 different games, involving a population of 344 students. The results indicate that digital games can yield a positive effect on the learning of computing, providing a pleasant and engaging experience to the students and motivating them to study. These results may guide instructors in the selection of educational games as instructional methods and guide game creators with respect to the development of new games.\",\"PeriodicalId\":201036,\"journal\":{\"name\":\"Handbook of Research on Immersive Digital Games in Educational Environments\",\"volume\":\"5 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"1900-01-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"4\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Handbook of Research on Immersive Digital Games in Educational Environments\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.4018/978-1-5225-5790-6.CH002\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Handbook of Research on Immersive Digital Games in Educational Environments","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.4018/978-1-5225-5790-6.CH002","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 4

摘要

数字游戏被认为是计算机教育中一种有效的教学策略。然而,很少有实证研究能证明这类教育游戏的好处。在这方面,本章的目标是提出一个全面的分析,以总结关于数字游戏作为计算机教育教学策略的好处的经验证据。该分析基于使用MEEGA模型(教育游戏评估中最常用的模型)的21个案例研究收集的数据,共评估了9款不同的游戏,涉及344名学生。结果表明,数字游戏对计算机学习有积极的影响,为学生提供了愉快和引人入胜的体验,并激励他们学习。这些结果可以指导教师选择教育游戏作为教学方法,并指导游戏创作者开发新游戏。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Digital Games for Computing Education
Digital games are considered an effective and efficient instructional strategy for computing education. However, there are few empirical studies providing sound evidence on the benefits of such educational games. In this respect, the objective of this chapter is to present a comprehensive analysis in order to summarize empirical evidence on the benefits of digital games used as an instructional strategy for computing education. The analysis is based on data collected from 21 case studies that use the MEEGA model, the most commonly used model for educational games' evaluation, evaluating 9 different games, involving a population of 344 students. The results indicate that digital games can yield a positive effect on the learning of computing, providing a pleasant and engaging experience to the students and motivating them to study. These results may guide instructors in the selection of educational games as instructional methods and guide game creators with respect to the development of new games.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信