利用研究人员设计的数字游戏来研究游戏机制如何影响实用主义发展:游戏中的一些问题

Paul M. Richards
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引用次数: 0

摘要

本文提出了在使用研究者设计的数字游戏(rddg)进行语用教学的研究中增加对变量操纵和研究设计的考虑。具体而言,本文认为未来的研究在使用rddg来检验游戏机制对学习结果的影响时,应采用Mayer(2019)的增值方法。在增值方法中,研究比较了根据单一设计元素不同的组之间的学习情况。之前使用rddg来检验实用主义开发的研究已经在实验前研究(单组、前测后测研究)或(准)实验研究中检验了商业游戏中常见的游戏机制(如积分系统、等级、提示),在没有比较或控制的情况下对比了两种处理方法。为了说明这些设计的局限性,根据这些设计重新检查理查兹(2024)的数据。这些模拟分析说明了在不使用对照组或对照组以及治疗方法因多种教学特征而不同时解释研究结果的潜在挑战。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Using researcher designed digital games to examine how game-mechanics impact pragmatic development: Some issues at play
This article makes the case for increased consideration towards variable manipulation and research design in studies that use researcher-designed digital games (RDDGs) for pragmatics instruction. Specifically, this article argues for future studies to adopt Mayer's (2019) value-added approach when using RDDGs to examine the influence of game-mechanics on learning outcomes. In the value-added approach, research compares learning between groups that differ according to a single design element. Previous studies that have used RDDGs to examine pragmatic development have examined sets of game-mechanics common to commercial games (e.g., points systems, leveling, hints) in pre-experimental studies (single group, pretest-posttest studies) or (quasi-)experimental studies where two treatments are contrasted without a comparison or control. To illustrate the limitations of these designs, data from Richards (2024) are reexamined according to these designs. These simulated analyses illustrate potential challenges with interpreting findings when comparison or control groups are not used and when treatments differ by multiple instructional features.
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