数字教育游戏如何促进可持续性学习

Thomas S. Muenz, Steffen Schaal, Jorge Groß, Jürgen Paul
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摘要

可持续发展教育(ESD)已成为面临重大挑战(如缩小知识与行动之间的差距)的学校的一个重要问题。交互式模拟有助于注重以行动为导向的学习。作为基于设计的研究(DBR)过程的一部分,我们调查了目前正在开发的可持续发展教育数字教育游戏中游戏元素的学习潜力。最终的游戏旨在传达可持续发展教育的具体内容,从可持续土地利用到个人电力消耗。七组 2-3 名中学生(九年级和十年级,n = 18)在早期原型阶段玩了这款教育游戏。按照 DBR 方法,在随后的小组访谈中向学生展示了特定游戏情境的截图,以揭示他们对可持续发展的概念和观念发展。为了分析可能的学习过程的原因,我们使用了学习过程回顾查询和定性内容分析。结果表明,所观察到的学习过程主要可追溯到反馈机制和过程的可视化,而这些过程过于复杂和长期,学生在现实生活中无法体验。这就是让复杂的相互关系具体化的模拟游戏如何为可持续发展教育做出贡献。在游戏中做出决定和行动(数字化)的可能性使学生能够体验到即时反馈和自我效能。因此,易于访问的可视化和即时反馈是最终游戏的基本要素。不过,似乎有必要将游戏嵌入结构良好的反思过程中。这项研究还为适应性游戏学习做出了贡献,适应性游戏学习是一个不断发展的研究分支,根据学习者的特点和主题背景采用和调整游戏元素进行学习。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
How a Digital Educational Game can Promote Learning about Sustainability
Education for Sustainable Development (ESD) has become an essential issue for schools facing major challenges such as bridging the knowledge-action-gap. Interactive simulations could help to focus on action-oriented learning. As part of a design-based research (DBR) process, we investigated the learning potential of game elements within a digital educational game for ESD we are currently developing. The final game aims to convey specific aspects of ESD ranging from sustainable land use to personal power consumption. Seven groups of 2–3 secondary school students (9th and 10th grade, n = 18) played the educational game in an early prototype phase. Following the DBR approach, students were shown screenshots of specific game situations in subsequent group interviews to reveal their conceptions and conceptual developments regarding sustainability. To analyze the causes of possible learning processes, we used the retrospective query on the learning process and qualitative content analysis. The results indicate that the observed learning processes can be primarily traced back to feedback mechanisms and the visualization of processes that would be too complex and long-termed to be experienced by students in real-life. This is how a simulation game, which makes complex interrelations tangible, can contribute to ESD. The possibility to make decisions and act (digitally) within the game allowed students to experience immediate feedback and self-efficacy. Therefore, the easily accessible visualizations and the immediate feedback are essential elements for the final game. It appears however necessary to embed the game in well-structured reflective processes. The study also contributes to adaptive game-based learning as a growing branch of research in which game elements are adopted and adapted for learning based on learner characteristics and the thematic context.
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