{"title":"获得灵感:关于使用 Inspirisles 角色扮演游戏教授初中生美国手语的定性研究","authors":"Maryanne Cullinan, Laura L. Wood","doi":"10.1177/10468781241229614","DOIUrl":null,"url":null,"abstract":"The purpose of this study was to determine the effectiveness of a role-playing game (RPG) as a pedagogical tool for teaching beginning American Sign Language (ASL) to middle school students in a classroom setting. In this qualitative study, n = 40 students participated in a 50-minute class centered on the ASL role-playing game, Inspirisles, for 45 days. To collect data on the student experience of the Inspirisles class, a post-process focus group was conducted with an external moderator and students (n =18) who chose to participate. Student responses were coded using applied thematic analysis. Students reported learning 50 to 100 words in American Sign Language, including numbers and the fingerspelling alphabet. Beyond language acquisition, they reported three main themes: a change in learning dispositions, positive social-emotional growth, and identification of important factors for success in continuing classes. Students in the Inspirisles -based ASL class showed progress in learning ASL, with additional considerations for prosocial group learning in the classroom setting. However, further research is needed to see if this pedagogy is a viable option for long-term learning of ASL in the classroom setting.","PeriodicalId":506364,"journal":{"name":"Simulation & Gaming","volume":"36 51","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2024-01-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Getting Inspired: A Qualitative Study on the Use of the Inspirisles Role-Playing Game to Teach Middle Schoolers American Sign Language\",\"authors\":\"Maryanne Cullinan, Laura L. Wood\",\"doi\":\"10.1177/10468781241229614\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The purpose of this study was to determine the effectiveness of a role-playing game (RPG) as a pedagogical tool for teaching beginning American Sign Language (ASL) to middle school students in a classroom setting. In this qualitative study, n = 40 students participated in a 50-minute class centered on the ASL role-playing game, Inspirisles, for 45 days. To collect data on the student experience of the Inspirisles class, a post-process focus group was conducted with an external moderator and students (n =18) who chose to participate. Student responses were coded using applied thematic analysis. Students reported learning 50 to 100 words in American Sign Language, including numbers and the fingerspelling alphabet. Beyond language acquisition, they reported three main themes: a change in learning dispositions, positive social-emotional growth, and identification of important factors for success in continuing classes. Students in the Inspirisles -based ASL class showed progress in learning ASL, with additional considerations for prosocial group learning in the classroom setting. However, further research is needed to see if this pedagogy is a viable option for long-term learning of ASL in the classroom setting.\",\"PeriodicalId\":506364,\"journal\":{\"name\":\"Simulation & Gaming\",\"volume\":\"36 51\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2024-01-26\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Simulation & Gaming\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1177/10468781241229614\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Simulation & Gaming","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1177/10468781241229614","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
摘要
本研究旨在确定角色扮演游戏(RPG)作为一种教学工具,在课堂上向初中生教授初级美国手语(ASL)的有效性。在这项定性研究中,n = 40 名学生参加了为期 45 天、每节课 50 分钟、以 ASL 角色扮演游戏 Inspirisles 为中心的课程。为了收集学生在 Inspirisles 课堂上的体验数据,我们与外部主持人和选择参与的学生(n = 18)进行了后期焦点小组讨论。学生的回答采用应用主题分析法进行编码。学生们表示学会了 50 到 100 个美国手语单词,包括数字和指拼字母表。除了语言学习之外,他们还报告了三大主题:学习态度的转变、积极的社会情感成长以及在继续学习中发现成功的重要因素。在基于 Inspirisles 的 ASL 课程中,学生在学习 ASL 方面取得了进步,并在课堂环境中对亲社会小组学习有了更多的考虑。不过,这种教学法是否是在课堂环境中长期学习 ASL 的可行选择,还需要进一步研究。
Getting Inspired: A Qualitative Study on the Use of the Inspirisles Role-Playing Game to Teach Middle Schoolers American Sign Language
The purpose of this study was to determine the effectiveness of a role-playing game (RPG) as a pedagogical tool for teaching beginning American Sign Language (ASL) to middle school students in a classroom setting. In this qualitative study, n = 40 students participated in a 50-minute class centered on the ASL role-playing game, Inspirisles, for 45 days. To collect data on the student experience of the Inspirisles class, a post-process focus group was conducted with an external moderator and students (n =18) who chose to participate. Student responses were coded using applied thematic analysis. Students reported learning 50 to 100 words in American Sign Language, including numbers and the fingerspelling alphabet. Beyond language acquisition, they reported three main themes: a change in learning dispositions, positive social-emotional growth, and identification of important factors for success in continuing classes. Students in the Inspirisles -based ASL class showed progress in learning ASL, with additional considerations for prosocial group learning in the classroom setting. However, further research is needed to see if this pedagogy is a viable option for long-term learning of ASL in the classroom setting.