经验主义研究:使用教学玩具为测量学生在考试中的失败理解提供动机材料——潜在的潜在职业评估

Pub Date : 2020-12-16 DOI:10.2378/peu2021.art03d
Manuel Ninaus, Kristian Kiili, Silke M. Wortha, K. Moeller
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引用次数: 2

摘要

教育类游戏在培养学校积极性方面正变得越来越重要。在对256名七年级学生的实地研究中,我们评估了用于评估分数理解的数字学习游戏是否允许i)复制数字认知研究的基本效果以及ii)评估使用游戏时的动机概况。通过复制游戏中的表现与数学学校成绩的特定关联以及数值距离效应来证明学习游戏的有效性。利用潜在轮廓分析,我们确定了三组学生,他们在玩游戏时的自我决定动机和外部决定动机以及他们感知到的积极影响方面存在差异。正如预期的那样,自我调节的学生花更多的时间玩游戏,并报告了最积极的玩家体验。总之,这些结果明确了(数字)游戏在学校中的激励可能性。
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Empirische Arbeit: Motivationsprofile bei Verwendung eines Lernspiels zur Messung des Bruchverständnisses in der Schule – Eine latente Profilanalyse
Educational games are becoming increasingly important to foster motivation in schools. In a field study with 256 seventh-grade students, we evaluated whether a digital learning game for assessing fraction understanding allows i) replication of fundamental effects of numerical cognition research and ii) the evaluation of motivation profiles when using the game. Validity of the learning game was demonstrated by replicating both the specific association of performance in the game and mathematics school grades as well as the numerical distance effect. Using latent profile analysis we identified three groups of students who differed in terms of self- and externally determined motivation as well as their perceived positive affect during playing the game. As expected, self-regulated pupils spent more time playing the game and reported most positive player experience. In sum, these results specify the motivational possibilities of (digital) games in school.
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