社会创业的数字教育逃生室:确定教育影响的设计选择

Kristin Webb, Richard Martina
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摘要

数字教育逃生室(DEERs)可以为学生提供一种引人入胜的游戏化学习体验,这种体验易于使用,对教师来说也是可持续的。尽管逃生室在STEM领域已经很成熟,在这些领域,逃生室通常要求学生应用程序技能,但逃生室也被用于一系列学科,以影响持久的技能和态度,如沟通、协作和批判性思维。本文试图通过探索与社会创业领域相关的DEER设计元素,将DEERs应用到社会创业教育中。本文将侧重于发展与社会企业家精神相关的持久技能和态度,社会企业家精神是企业家精神的一个领域,旨在创建具有积极社会影响的企业。为了确定DEERs的相关设计元素,我们进行了系统的文献综述。研究的问题是“数字教育密室的哪些设计元素对于教授社会创业技能和能力是必要的?”本文以这种框架为基础,强调了DEER的组成部分与学习目标之间的关系,特别是与社会企业家的教育背景相关的部分。例如,几乎所有的论文都报告了在线小组的成功合作。作者还发现,特定谜题类型对学习和技能发展的影响不如游戏化环境重要。因此,作者有助于我们理解DEERs如何与SE特定的学习目标、技能和态度联系起来。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Digital Educational Escape Rooms for Social Entrepreneurship: Identifying Design Choices for Educational Impact
Digital educational escape rooms (DEERs) can provide an engaging gamified learning experience for students that is easy to use and sustainable for teachers. Though well-established in the STEM fields, where escape rooms often call for students to apply procedural skills, escape rooms are also used across a range of subjects to impact durable skills and attitudes such as communication, collaboration, and critical thinking. This paper seeks to extend the application of DEERs into social entrepreneurship (SE) education by exploring the DEER design elements relevant to the SE field. This paper will focus on developing durable skills and attitudes associated with social entrepreneurship, an area of entrepreneurship that seeks to create businesses with positive social impact. To identify the relevant design elements in DEERs, we conducted a systematic literature review. The research question was "Which design elements of digital educational escape rooms are necessary to teach social entrepreneurship skills and competencies?” This current paper builds on this type of framework by highlighting the relationship between the components of a DEER and learning objectives, specifically those relevant to a social entrepreneur’s educational context. For example, almost all papers reported successful collaboration in online groups. The authors also found that specific puzzle types were less important than the gamified context on impact on learning and skill development. Thus, the authors contribute to our understanding of how DEERs can relate to SE specific learning objectives, skills, and attitudes.
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