{"title":"从数字游戏中获得的心理模型与真人角色扮演游戏和传统讲座相比具有更高的可持续性","authors":"Michaela Slussareff, Vít Šisler","doi":"10.5817/mujlt2020-1-2","DOIUrl":null,"url":null,"abstract":"This article analyses the effectivity of teaching EU law using various educational media. It specifically explores the differences between, and sustainability of, mental models constructed within three various educational environments: (1) a digital game played on PCs, (2) a non-digital role-playing game, and (3) a traditional lecture with discussions. We conducted a laboratory experiment, in which participants (253 high school students, M = 112, F = 141, mean age 16.5) studied EU laws, institutions, and politics in the three above-mentioned environments. We evaluated and compared mental models participants constructed through content analysis of the concept maps they drew immediately after the experiment and others made one month later. Within the analysis, we studied content, architecture, and changes in mental models over time. The resulting data offer unique insight into the process of mental models creation and sustainability thereof within game-based learning; particularly, when using a digital game. Digital game-based learners’ concept maps differed in comparison with those of the educational role-playing and traditional lecture groups; the students tended to keep less altered mental models in their long-term memory: even after the one month period. The results suggest that a digital game-based learning environment could be more successful in mental model retention and for efficacy of future recall; particularly, when dealing with complex phenomena like EU law.","PeriodicalId":38294,"journal":{"name":"Masaryk University Journal of Law and Technology","volume":"14 1","pages":"29-52"},"PeriodicalIF":0.0000,"publicationDate":"2020-05-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Higher Sustainability of Mental Models Acquired from a Digital Game in Comparison with a Live Action Role-playing Game and a Traditional Lecture\",\"authors\":\"Michaela Slussareff, Vít Šisler\",\"doi\":\"10.5817/mujlt2020-1-2\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This article analyses the effectivity of teaching EU law using various educational media. It specifically explores the differences between, and sustainability of, mental models constructed within three various educational environments: (1) a digital game played on PCs, (2) a non-digital role-playing game, and (3) a traditional lecture with discussions. We conducted a laboratory experiment, in which participants (253 high school students, M = 112, F = 141, mean age 16.5) studied EU laws, institutions, and politics in the three above-mentioned environments. We evaluated and compared mental models participants constructed through content analysis of the concept maps they drew immediately after the experiment and others made one month later. Within the analysis, we studied content, architecture, and changes in mental models over time. The resulting data offer unique insight into the process of mental models creation and sustainability thereof within game-based learning; particularly, when using a digital game. Digital game-based learners’ concept maps differed in comparison with those of the educational role-playing and traditional lecture groups; the students tended to keep less altered mental models in their long-term memory: even after the one month period. The results suggest that a digital game-based learning environment could be more successful in mental model retention and for efficacy of future recall; particularly, when dealing with complex phenomena like EU law.\",\"PeriodicalId\":38294,\"journal\":{\"name\":\"Masaryk University Journal of Law and Technology\",\"volume\":\"14 1\",\"pages\":\"29-52\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2020-05-05\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Masaryk University Journal of Law and Technology\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.5817/mujlt2020-1-2\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Masaryk University Journal of Law and Technology","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.5817/mujlt2020-1-2","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
摘要
本文分析了利用各种教育媒介进行欧盟法教学的有效性。它特别探讨了在三种不同的教育环境中构建的心理模型之间的差异和可持续性:(1)在pc上玩的数字游戏,(2)非数字角色扮演游戏,以及(3)带有讨论的传统讲座。我们进行了一项实验室实验,参与者(253名高中生,M = 112, F = 141,平均年龄16.5)在上述三种环境中研究了欧盟的法律、制度和政治。我们评估并比较了参与者通过对实验后立即绘制的概念图的内容分析而构建的心智模型和其他人在一个月后绘制的心智模型。在分析中,我们研究了内容、体系结构以及随着时间的推移心智模型的变化。由此产生的数据为基于游戏的学习中心理模型的创建过程及其可持续性提供了独特的见解;特别是在使用数字游戏时。基于数字游戏的学习者的概念图与教育角色扮演组和传统讲座组的学习者的概念图不同;学生们倾向于在长期记忆中保留较少改变的心智模式:即使在一个月后也是如此。结果表明,基于数字游戏的学习环境在心智模型保留和未来回忆的有效性方面可能更成功;特别是在处理像欧盟法律这样的复杂现象时。
Higher Sustainability of Mental Models Acquired from a Digital Game in Comparison with a Live Action Role-playing Game and a Traditional Lecture
This article analyses the effectivity of teaching EU law using various educational media. It specifically explores the differences between, and sustainability of, mental models constructed within three various educational environments: (1) a digital game played on PCs, (2) a non-digital role-playing game, and (3) a traditional lecture with discussions. We conducted a laboratory experiment, in which participants (253 high school students, M = 112, F = 141, mean age 16.5) studied EU laws, institutions, and politics in the three above-mentioned environments. We evaluated and compared mental models participants constructed through content analysis of the concept maps they drew immediately after the experiment and others made one month later. Within the analysis, we studied content, architecture, and changes in mental models over time. The resulting data offer unique insight into the process of mental models creation and sustainability thereof within game-based learning; particularly, when using a digital game. Digital game-based learners’ concept maps differed in comparison with those of the educational role-playing and traditional lecture groups; the students tended to keep less altered mental models in their long-term memory: even after the one month period. The results suggest that a digital game-based learning environment could be more successful in mental model retention and for efficacy of future recall; particularly, when dealing with complex phenomena like EU law.