基于数字游戏的学习可以培养学生的识字能力并达到美国的学习标准

IF 1.2 Q2 EDUCATION & EDUCATIONAL RESEARCH
Y. Lee, Meina Zhu
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引用次数: 2

摘要

摘要基于数字游戏的学习(DGBL)被认为是吸引学习者和提高学习成绩的有效途径。本案例研究展示了一个设计案例,该案例使用DGBL来支持K-12教育中以学生为中心的教学法的写作实践。Minecraft被用作将学生的想象力和抽象设计转移到实际写作和建筑中的工具。我们调查了在写作实践中采用Minecraft的课程,并分析了学生的写作作品,以确定在丰富的数字学习环境中满足美国共同核心国家标准(CCSS)要求的元素。在这项研究中,我们发现使用DGBL可以培养学生的识字技能,在以学生为中心的课程中达到CCSS,并最终支持学生为标准化考试做准备。还考虑了对K-12教育工作者的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Digital Game-Based Learning Can Develop Students’ Literacy Skills and Meet Learning Standards in the US
Abstract Digital Game Based Learning (DGBL) was considered as an effective way to engage learners and enhance learning performance. This case study demonstrates a design case that uses DGBL to support writing practices using student-centered pedagogy in K-12 education. Minecraft is used as a tool of transferring students’ imagination and abstract design to actual writing and building. We investigated a curriculum of adopting Minecraft in writing practices and analyzed students’ writing artifacts to identify the elements that fulfill US Common Core State Standards (CCSS) requirements in a rich digital learning environment. In this study, we found that using DGBL could develop students’ literacy skills that meet CCSS in a student-centered curriculum and eventually support students to prepare for standardized tests. Implications for K-12 educators are also considered.
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来源期刊
COMPUTERS IN THE SCHOOLS
COMPUTERS IN THE SCHOOLS EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
2.40
自引率
11.10%
发文量
23
期刊介绍: Under the editorship of D. LaMont Johnson, PhD, a nationally recognized leader in the field of educational computing, Computers in the Schools is supported by an editorial review board of prominent specialists in the school and educational setting. Material presented in this highly acclaimed journal goes beyond the “how we did it” magazine article or handbook by offering a rich source of serious discussion for educators, administrators, computer center directors, and special service providers in the school setting. Articles emphasize the practical aspect of any application, but also tie theory to practice, relate present accomplishments to past efforts and future trends, identify conclusions and their implications.
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