密室逃生游戏型公民教育对初中生学习动机、批判性思维和心流体验的影响

IF 6.7 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH
Hsiu-Ling Chen, Abebayehu Yohannes, Ning-Li Hung
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引用次数: 0

摘要

密室逃脱游戏是近年来成为流行学习工具的数字游戏学习的一个例子。然而,人们对在教育中使用密室的热情和有希望的报道了解得还不够。摘要本研究旨在探讨密室逃生游戏型公民教育对八年级学生学习动机、批判性思维和心流体验的影响。为探讨其效果,采用准实验前测后测和对照组设计方法。参与者是76名八年级学生。被试被分为两组:实验组使用密室逃脱游戏,对照组使用谷歌课堂数字平台。研究结果表明,两组学生在学习动机方面存在显著差异,实验组学生的学习动机优于实验组学生。在批判性思维测试的“假设”和“解释”分量表中,两组的批判性思维存在显著差异,实验组的批判性思维表现更佳。在流动体验方面,实验组的表现明显优于对照组。最后,根据研究结果,对未来密室逃脱游戏在教学中的应用和未来的研究提出了建议。从业者指出,关于这个话题,我们已经知道,密室逃脱游戏在提高学习、动机和批判性思维方面具有巨大的潜力。在游戏环境中促进心理流、整合复杂技能和使用多种策略的研究是有限的。通过密室逃生游戏增强了学生的心流体验和批判性思维。密室逃生游戏使学习过程更加丰富多彩,激发了学生的学习兴趣,提高了学生的学习动机。本研究比较了逃脱室游戏式学习与谷歌课堂平台的效果,而不是传统的教学方法。对实践和/或政策的启示密室逃脱游戏为学习者提供了发展批判性思维技能的创新机会。使用设计合理的密室作为基于游戏的学习环境是一种有效且具有激励作用的基于游戏的学习方法。密室逃脱游戏的现实性和互动性是影响学习者心流体验的重要因素。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Effects of escape room game-based civics education on junior high school students' learning motivation, critical thinking and flow experience

The escape room game is an example of digital game-based learning that has become a popular learning tool in recent years. However, not enough is known about enthusiasm for and promising reports of the use of escape rooms in education. The purpose of this study was to investigate the effects of escape room game-based civics education on eighth grade students' learning motivation, critical thinking and flow experience. To explore the effects, a quasi-experimental pretest–posttest with a control group design method was employed. The participants were 76 eighth grade students. The subjects were divided into two groups: the experimental group, which used an escape room game, and the control group which used the Google classroom digital platform. The results of the study indicated that there was a significant difference between the two groups in favour of the experimental group in terms of learning motivation. There was a significant difference between the two groups' critical thinking in favour of the experimental group for the ‘assumption’ and ‘interpretation’ subscales of the critical thinking test. Regarding flow experience, the experimental group performed significantly better than the control group. Finally, based on the research results, suggestions are made for the future use of escape room games for teaching and for future research.

Practitioner notes

What is already known about this topic

  • Escape room games have substantial potential for enhancing learning, motivation and critical thinking.
  • Studies promoting mental flow, integrating complex skills and using multiple strategies in a game context are limited.

What this paper adds

  • Students' mind flow experience and critical thinking were enhanced through escape room games.
  • The escape room game made the learning process more varied, triggered students' interest, and improved their learning motivation.
  • This study compared the effect of escape room game-based learning with the Google Classroom platform, not the traditional teaching approach.

Implications for practice and/or policy

  • Escape room games offer learners innovative opportunities to develop critical thinking skills.
  • Using an appropriately designed escape room as a game-based learning environment is an effective and motivating game-based learning approach.
  • The realistic and interactive nature of escape room games is an important factor that influences learners' mind-flow experiences.
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来源期刊
British Journal of Educational Technology
British Journal of Educational Technology EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
15.60
自引率
4.50%
发文量
111
期刊介绍: BJET is a primary source for academics and professionals in the fields of digital educational and training technology throughout the world. The Journal is published by Wiley on behalf of The British Educational Research Association (BERA). It publishes theoretical perspectives, methodological developments and high quality empirical research that demonstrate whether and how applications of instructional/educational technology systems, networks, tools and resources lead to improvements in formal and non-formal education at all levels, from early years through to higher, technical and vocational education, professional development and corporate training.
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