{"title":"基于移动即时推理脚手架的情境应急决策教育游戏框架设计","authors":"Pei-Ching Ngu, Chih-Chung Chien, Huei-Tse Hou","doi":"10.1111/jcal.70118","DOIUrl":null,"url":null,"abstract":"<div>\n \n \n <section>\n \n <h3> Background</h3>\n \n <p>Situated simulation is a pedagogical method used for on-the-job training in many occupations. Establishing a framework that uses mobile devices to provide both simulation elements and incorporates instant feedback as reasoning scaffolding is a promising and relatively unexplored research topic.</p>\n </section>\n \n <section>\n \n <h3> Objective</h3>\n \n <p>In this study, we designed a simulation game framework with mobile instant feedback to help learners develop high-risk emergency decision-making skills. According to the learners' different emergency decision-making, the mobile game provides instant feedback on the subsequent development of different medical conditions and provides the guidance of an instant reasoning scaffolding to help learners immediate correction strategies. In this study, we analysed the learners' learning effectiveness and psychological responses to the instant reasoning scaffolding-based game-based training, including flow, motivation and activity anxiety, as well as analysing the fidelity of the game.</p>\n </section>\n \n <section>\n \n <h3> Methods</h3>\n \n <p>A quasi-experimental design study with a total of 96 volunteers participated was grouped into Experimental group 1 (game with instant reasoning scaffolding), Experimental group 2 (game with document scaffolding) and a Control group (general case study with document scaffolding).</p>\n </section>\n \n <section>\n \n <h3> Results and Conclusion</h3>\n \n <p>The results showed that participants who participated in instant reasoning scaffolding-based game-based training had better learning effectiveness than those who participated in document scaffolding game training and general case study. Participants in the instant reasoning scaffolding-based game-based training were able to achieve high flow, high motivation and low anxiety, and this scaffolding-based game framework has the potential to be extended to various emergency decision-making training areas.</p>\n </section>\n </div>","PeriodicalId":48071,"journal":{"name":"Journal of Computer Assisted Learning","volume":"41 5","pages":""},"PeriodicalIF":4.6000,"publicationDate":"2025-09-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Design of a Situated Emergency Decision-Making Educational Game Framework Using Mobile Instant Reasoning Scaffolding\",\"authors\":\"Pei-Ching Ngu, Chih-Chung Chien, Huei-Tse Hou\",\"doi\":\"10.1111/jcal.70118\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div>\\n \\n \\n <section>\\n \\n <h3> Background</h3>\\n \\n <p>Situated simulation is a pedagogical method used for on-the-job training in many occupations. Establishing a framework that uses mobile devices to provide both simulation elements and incorporates instant feedback as reasoning scaffolding is a promising and relatively unexplored research topic.</p>\\n </section>\\n \\n <section>\\n \\n <h3> Objective</h3>\\n \\n <p>In this study, we designed a simulation game framework with mobile instant feedback to help learners develop high-risk emergency decision-making skills. According to the learners' different emergency decision-making, the mobile game provides instant feedback on the subsequent development of different medical conditions and provides the guidance of an instant reasoning scaffolding to help learners immediate correction strategies. In this study, we analysed the learners' learning effectiveness and psychological responses to the instant reasoning scaffolding-based game-based training, including flow, motivation and activity anxiety, as well as analysing the fidelity of the game.</p>\\n </section>\\n \\n <section>\\n \\n <h3> Methods</h3>\\n \\n <p>A quasi-experimental design study with a total of 96 volunteers participated was grouped into Experimental group 1 (game with instant reasoning scaffolding), Experimental group 2 (game with document scaffolding) and a Control group (general case study with document scaffolding).</p>\\n </section>\\n \\n <section>\\n \\n <h3> Results and Conclusion</h3>\\n \\n <p>The results showed that participants who participated in instant reasoning scaffolding-based game-based training had better learning effectiveness than those who participated in document scaffolding game training and general case study. Participants in the instant reasoning scaffolding-based game-based training were able to achieve high flow, high motivation and low anxiety, and this scaffolding-based game framework has the potential to be extended to various emergency decision-making training areas.</p>\\n </section>\\n </div>\",\"PeriodicalId\":48071,\"journal\":{\"name\":\"Journal of Computer Assisted Learning\",\"volume\":\"41 5\",\"pages\":\"\"},\"PeriodicalIF\":4.6000,\"publicationDate\":\"2025-09-03\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Journal of Computer Assisted Learning\",\"FirstCategoryId\":\"95\",\"ListUrlMain\":\"https://onlinelibrary.wiley.com/doi/10.1111/jcal.70118\",\"RegionNum\":2,\"RegionCategory\":\"教育学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"EDUCATION & EDUCATIONAL RESEARCH\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Computer Assisted Learning","FirstCategoryId":"95","ListUrlMain":"https://onlinelibrary.wiley.com/doi/10.1111/jcal.70118","RegionNum":2,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
Design of a Situated Emergency Decision-Making Educational Game Framework Using Mobile Instant Reasoning Scaffolding
Background
Situated simulation is a pedagogical method used for on-the-job training in many occupations. Establishing a framework that uses mobile devices to provide both simulation elements and incorporates instant feedback as reasoning scaffolding is a promising and relatively unexplored research topic.
Objective
In this study, we designed a simulation game framework with mobile instant feedback to help learners develop high-risk emergency decision-making skills. According to the learners' different emergency decision-making, the mobile game provides instant feedback on the subsequent development of different medical conditions and provides the guidance of an instant reasoning scaffolding to help learners immediate correction strategies. In this study, we analysed the learners' learning effectiveness and psychological responses to the instant reasoning scaffolding-based game-based training, including flow, motivation and activity anxiety, as well as analysing the fidelity of the game.
Methods
A quasi-experimental design study with a total of 96 volunteers participated was grouped into Experimental group 1 (game with instant reasoning scaffolding), Experimental group 2 (game with document scaffolding) and a Control group (general case study with document scaffolding).
Results and Conclusion
The results showed that participants who participated in instant reasoning scaffolding-based game-based training had better learning effectiveness than those who participated in document scaffolding game training and general case study. Participants in the instant reasoning scaffolding-based game-based training were able to achieve high flow, high motivation and low anxiety, and this scaffolding-based game framework has the potential to be extended to various emergency decision-making training areas.
期刊介绍:
The Journal of Computer Assisted Learning is an international peer-reviewed journal which covers the whole range of uses of information and communication technology to support learning and knowledge exchange. It aims to provide a medium for communication among researchers as well as a channel linking researchers, practitioners, and policy makers. JCAL is also a rich source of material for master and PhD students in areas such as educational psychology, the learning sciences, instructional technology, instructional design, collaborative learning, intelligent learning systems, learning analytics, open, distance and networked learning, and educational evaluation and assessment. This is the case for formal (e.g., schools), non-formal (e.g., workplace learning) and informal learning (e.g., museums and libraries) situations and environments. Volumes often include one Special Issue which these provides readers with a broad and in-depth perspective on a specific topic. First published in 1985, JCAL continues to have the aim of making the outcomes of contemporary research and experience accessible. During this period there have been major technological advances offering new opportunities and approaches in the use of a wide range of technologies to support learning and knowledge transfer more generally. There is currently much emphasis on the use of network functionality and the challenges its appropriate uses pose to teachers/tutors working with students locally and at a distance. JCAL welcomes: -Empirical reports, single studies or programmatic series of studies on the use of computers and information technologies in learning and assessment -Critical and original meta-reviews of literature on the use of computers for learning -Empirical studies on the design and development of innovative technology-based systems for learning -Conceptual articles on issues relating to the Aims and Scope