评估严肃游戏对学习技巧和习惯的影响

Nafisul Kiron, Mehnuma Tabassum Omar, Julita Vassileva
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引用次数: 0

摘要

学习是一个建设性的过程,需要奉献和动力。通过在安全和有趣的环境中提供应用知识的机会,学习游戏可以用来吸引学习者。我们创建了一个同侪测验游戏,让学生们就课程材料互相测验,并以好玩的方式养成良好的学习习惯。我们以大学一年级的计算机科学课程为背景,探索具有更好学习技能和习惯的学习者是否会更投入到游戏中。我们使用“学习技巧和习惯问卷”来研究学习技巧和习惯(特别是时间管理、注意力、目标设定和理解)以及参与一个包含排行榜的同行测试游戏的竞争性版本之间的关系。我们收集并分析了学生(n=34)的游戏玩法数据,例如创造测试问题并解决他们的同伴所创造的问题。数据分析结果显示,学习技能和习惯(时间管理、注意力、目标设定和理解能力)以及回答的问题数量之间存在适度的正相关关系,而与游戏中产生的问题数量之间存在适度的负相关关系。然而,回归模型在解释因变量的变化(产生的问题)方面没有统计学意义。在个体预测变量中,只有目标设定对产生的问题数量有统计学上显著的积极影响。其他变量,如时间管理、注意力集中和理解,对学生提出的问题数量没有显着影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Evaluating the Impact of Serious Games on Study Skills and Habits
Learning is a constructive process that requires dedication and motivation. Learning games can be used to en-gage learners, by providing opportunities to apply knowledge in a safe and fun environment. We created a peer-quizzing game that allows students to quiz each other on the course material and to playfully engage in good study habits. We set out to explore if learners with better learning skills and habits would be more en-gaged in the game in the context of a first-year computer science university class. We used the "Study Skills and Habits Questionnaire" to study the relationship between study skills and habits (especially time management, concentration, goal setting, and comprehension) and engagement in a competitive version of a peer-quizzing game including a leaderboard. We collected and analysed gameplay data of the students (n=34), such as creating quiz questions and solving the questions created by their peers. The results of the data analysis showed a moderate positive correlation between study skills and habits (time management, concentration, goal setting, and comprehension) and the number of questions answered and a moderate negative correlation with the number of questions created in the game. However, the regression model was not statistically significant in explaining the variation in the dependent variable (questions created). Among the individual predictor variables, only goal setting had a statistically significant positive effect on the number of questions created. Other variables, such as time management, concentration, and comprehension, did not show significant effects on the number of questions created by students.
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