中介学习中的学生情绪:文本、视频和电子游戏的比较

IF 2.4 Q1 EDUCATION & EDUCATIONAL RESEARCH
A. Adams, W. Toh
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引用次数: 1

摘要

尽管严肃游戏普遍受到学者们的赞扬,因为它们有可能增强教学和电子学习实践,但需要更多的经验证据来支持这些赞誉。该领域的现有研究倾向于表明,游戏化教学经验确实有助于提高学生的认知、动机和行为学习结果,但这些影响通常很小。此外,较少的研究考察了不同类型的中介学习工具在影响与学习和动机相关的学生成果方面如何相互比较。因此,在这个领域可以提出一个问题:在影响学生情感结果方面,电子游戏与其他类型的中介工具(如视频或文本)相比如何?本研究采用实验设计(N = 153)来检验不同类型的大众媒体模式(文本、视频和视频游戏)对中介学习情境下大学生情绪的影响。关于电子游戏对教学影响的研究已经开始增多,但很少有研究恰当地承认媒体工具之间的细微差别。本研究以媒介属性方法为视角,首先比较了这些媒介工具在文本性、渠道、互动性和控制的归因维度上的差异。这项研究接下来测试了每种媒体类型对13种情绪结果的影响。结果显示,六种情绪结果在两组之间没有差异(恐惧、内疚、悲伤、害羞、平静和一般负面情绪)。然而,六项测试的情绪结果确实表明,在文本和视频游戏条件下(与视频条件相比),学生在快乐、自信、专注、惊讶、敌意和一般积极情绪方面的情绪唤醒水平更高,这两组之间存在差异。最后,学生们在玩电子游戏的情况下也感觉不那么疲劳。总的来说,电子学习的含义表明,当信息的内容保持不变时,电子游戏和文本可能比单独的视频更能诱导情绪强度和减少疲劳,这可以增强学习动机,而教学是由技术介导的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Student Emotion in Mediated Learning: Comparing a Text, Video, and Video Game
Although serious games are generally praised by scholars for their potential to enhance teaching and e-learning practices, more empirical evidence is needed to support these accolades. Existing research in this area tends to show that gamified teaching experiences do contribute to significant effects to improve student cognitive, motivational, and behavioural learning outcomes, but these effects are usually small. In addition, less research examines how different types of mediated learning tools compare to one another in influencing student outcomes associated with learning and motivation. As such, a question can be asked in this area: how do video games compare to other types of mediated tools, such as videos or texts, in influencing student emotion outcomes? This study used an experimental design (N = 153) to examine the influence of different types of mass media modalities (text, video, and video game) on college students’ emotions in a mediated learning context. Research examining the impact of video games on instruction has begun to grow, but few studies appropriately acknowledge the nuanced differences between media tools in comparison to one another. Using a media-attributes approach as a lens, this study first compared these mediated tools along the attributional dimensions of textuality, channel, interactivity, and control. This study next tested the impact of each media type on thirteen emotion outcomes. Results showed that six emotion outcomes did not indicate differences between groups (fear, guilt, sadness, shyness, serenity, and general negative emotions). However, six of the tested emotion outcomes did indicate differences between groups with students experiencing higher levels of emotional arousal in both the text and video game conditions (in comparison to the video condition) for the emotions of joviality, self-assurance, attentiveness, surprise, hostility, and general positive emotions. Lastly, students also felt less fatigue in the video game condition. Overall, implications for e-learning suggest that when a message’s content is held constant, both video games and texts may be better in inducing emotional intensity and reducing fatigue than videos alone, which could enhance motivation to learn when teaching is mediated by technology. 
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来源期刊
Electronic Journal of e-Learning
Electronic Journal of e-Learning EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
5.90
自引率
18.20%
发文量
34
审稿时长
20 weeks
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