使用虚拟现实游戏促进学生在迎新期间的参与

IF 0.8 Q3 EDUCATION & EDUCATIONAL RESEARCH
Sarah Glencross, S. Elsom, Marguerite Westacott, Colleen Stieler-Hunt
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引用次数: 4

摘要

另一种现实游戏旨在促进在澳大利亚一所地区大学开始高等教育准备项目的学生之间的过渡和参与。游戏的设计是由一个学生参与框架提供的,该框架提出了四个心理社会结构,在学生和机构影响之间的交叉点上介导参与:自我效能、归属感、幸福感和情绪。108名参与者在游戏开始前完成了一项测量这些结构的调查。游戏玩家(n=13)在游戏结束后立即再次接受调查。统计分析结果表明,与赛前调查组相比,游戏玩家表现出更大的幸福感和更积极的情绪。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Using an alternate reality game to facilitate student engagement during orientation
An alternate reality game was designed to facilitate transition and engagement amongst students commencing a tertiary preparation program at a regional university in Australia.  The design of the game was informed by a student engagement framework which proposes four psychosocial constructs which mediate engagement at the intersection between student and institutional influences: self-efficacy, belonging, well-being, and emotion.  The 108 participants completed a survey which measured these constructs prior to the commencement of the game.  Game players (n = 13) were surveyed again immediately after the game.  The results of statistical analysis indicated that game players reported a greater sense of well-being and more positive emotions than the group surveyed before the game. 
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来源期刊
Student Success
Student Success EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
1.80
自引率
16.70%
发文量
20
审稿时长
20 weeks
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