动机吸引计算机科学电子学习游戏:包容性设计方法

IF 2.4 Q1 EDUCATION & EDUCATIONAL RESEARCH
Osemwegie Joseph Osunde, Liz Bacon, Lachlan Mackinnon
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引用次数: 0

摘要

研究表明,电子学习游戏对女孩的吸引力不如对男孩;特别是在关键的11-14岁年龄组。在英国,这通常是他们开始做出影响他们未来学习和职业的学科选择的时候。鉴于选择计算机科学作为职业的女性人数不足,本研究探讨了如何设计电子学习游戏来激励年轻学习者。它进一步探讨了游戏表征的作用及其对这一年龄组的吸引力。这一实证研究解决了一个研究问题:“我们能否开发出吸引并激励11-14岁女孩学习计算机科学概念的电子学习游戏?”开发了两款电子学习游戏:一款包含游戏表征,如游戏颜色、图像、角色、年龄适宜性、故事情节、玩家数量、暴力等,这些被认为对年轻女性有吸引力,另一款包含对立或中立的表征。这两个开发的原型用于探索用于教授计算机科学概念的关键电子学习游戏表示。共有304名参与者,包括152名女孩和152名男孩,他们来自英格兰东南部的同性和混合中学,参与了这两个实验性游戏。实验还揭示了学习者如何与这些游戏互动,以及游戏的吸引力、动机和学习效果。从对实验期间捕获的数据进行分析中获得的见解提供了证据,证明可以开发出能够激励和吸引11-14岁女孩的包容性电子学习游戏。这会对他们利用这类游戏学习计算机科学概念的意愿产生积极影响。这意味着该研究发现了与该年龄段女孩的电子学习游戏吸引力、动机和学习相关的积极结果。后续的纵向研究可以调查对目标群体有吸引力的重要电子学习游戏表征的影响。这可以提供额外的证据,证明受其他因素(如社会经济和社会文化差异)的影响,所调查的重要游戏表现形式的吸引力会随着时间的推移而变化。这种理解可以进一步加强包容性的电子学习策略,以改善计算机科学教育的多样性,从而改善职业管道。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Motivationally Appealing Computer Science e-Learning Games: An Inclusive Design Approach
Research has shown that e-learning games do not have the same level of appeal to girls, as they do to boys; particularly in the crucial 11-14 age group. In the United Kingdom, this is typically when they start to make subject choices that impact their future studies and careers. Given the shortage of females who choose computer science as a career, this study explores how e-learning games can be designed to be motivationally appealing to young learners. It further explores the role of game representations and its appeal to this age group. This empirical study addresses the research question: “Can we develop e-learning games which appeal and motivate girls of age 11-14 to study computer science concepts?” Two e-learning games were developed: one included game representations such as game colour, graphics, character, age appropriateness, storyline, number of players, violence, identified as appealing to young females and the other game included antithetical or neutral representations. The two developed prototypes were used to explore key e-learning game representations as used to teach computer science concepts. A total of 304 participants, comprising of 152 girls and 152 boys from a combination of same sex and mixed secondary schools in Southeast England, engaged with both experimental games. The experiment also elicited information on how learners interact with these games and the resulting game appeal, motivation and learning. The insight gained from the analysis of data captured during the experiments, provide the evidence to demonstrate that inclusive e-learning games which motivate and appeal to girls of age 11-14 can be developed. This can have a positive influence on their willingness to use such games to learn computer science concepts. This implies that the study found positive outcomes related to e-learning game appeal, motivation and the learning of girls of this age group. A follow-up longitudinal study could investigate the impact of significant e-learning game representations that appeal to the target group. This could provide additional evidence on the changes in the appeal of the investigated significant game representations over time, due to the influence of other factors such as socio-economic and socio-cultural differences. This understanding can further enhance inclusive e-learning strategies to improve diversity in computer science education and consequently the career pipeline.
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来源期刊
Electronic Journal of e-Learning
Electronic Journal of e-Learning EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
5.90
自引率
18.20%
发文量
34
审稿时长
20 weeks
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