未来ICT教师对安全使用互联网和数字智能能力的严肃游戏的教学效用和玩家体验的看法

IF 2.6 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Aikaterini Georgiadou, Stelios Xinogalos
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引用次数: 0

摘要

现在,年轻的学生花很多时间玩电子游戏和上网。由于COVID-19大流行的封锁,年轻学生使用互联网的情况更加普遍,这导致一些教育活动转移到网上。互联网和我们生活的数字世界为我们的日常生活提供了许多可能性,但它也带来了网络威胁和不道德地使用个人数据等危险。人们普遍认为,每个人,特别是年轻学生,都应该接受安全使用互联网的教育,并应支持他们获得其他数字智能(DI)能力。为了达到这个目标,我们设计和评估了一个游戏“跟着爪子走”,这个游戏旨在教育小学生安全使用互联网,并帮助他们获得相关的互联网发展能力。该游戏的设计考虑了相关文献,并由213名未来的信息与通信技术(ICT)教师进行评估。参与者测试游戏并通过基于文献中提出的有效工具的在线问卷进行评估。参与者积极评价了游戏的教学效用和预期的玩家体验,同时他们强调了在未来游戏修订中需要考虑的一些改进。在此基础上,提出了进一步研究的建议,包括通过游戏检测DI能力和评估其在课堂上的实际效果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Prospective ICT Teachers’ Perceptions on the Didactic Utility and Player Experience of a Serious Game for Safe Internet Use and Digital Intelligence Competencies
Nowadays, young students spend a lot of time playing video games and browsing on the Internet. Using the Internet has become even more widespread for young students due to the COVID-19 pandemic lockdown, which resulted in transferring several educational activities online. The Internet and generally the digital world that we live in offers many possibilities in our everyday lives, but it also entails dangers such as cyber threats and unethical use of personal data. It is widely accepted that everyone, especially young students, should be educated on safe Internet use and should be supported on acquiring other Digital Intelligence (DI) competencies as well. Towards this goal, we present the design and evaluation of the game “Follow the Paws” that aims to educate primary school students on safe Internet use and support them in acquiring relevant DI competencies. The game was designed taking into account relevant literature and was evaluated by 213 prospective Information and Communication Technology (ICT) teachers. The participants playtested the game and evaluated it through an online questionnaire that was based on validated instruments proposed in the literature. The participants evaluated positively to the didactic utility of the game and the anticipated player experience, while they highlighted several improvements to be taken into consideration in a future revision of the game. Based on the results, proposals for further research are presented, including DI competencies detection through the game and evaluating its actual effectiveness in the classroom.
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来源期刊
Computers
Computers COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-
CiteScore
5.40
自引率
3.60%
发文量
153
审稿时长
11 weeks
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