{"title":"学生如何看待严肃游戏在教育中的作用?","authors":"Richárd Péter-Szabó","doi":"10.22503/inftars.xxii.2022.4.10","DOIUrl":null,"url":null,"abstract":"Grabbing and holding student attention was a big challenge even before the Covid- 19 era; however, the coronavirus and the obligatory digital education showed that new methods are needed to resolve these issues. One of them could be implementation of digital serious games. This paper presents the findings of a questionnaire about the feelings of students toward digital serious games. In all, 1755 answers were collected and analyzed and the results showed that most students do not shy away from using these kinds of video games in a classroom environment, although there are various concerns and key aspects educational professionals must consider.","PeriodicalId":41114,"journal":{"name":"Informacios Tarsadalom","volume":" ","pages":""},"PeriodicalIF":0.7000,"publicationDate":"2022-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"How do students see the role of serious games in education?\",\"authors\":\"Richárd Péter-Szabó\",\"doi\":\"10.22503/inftars.xxii.2022.4.10\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Grabbing and holding student attention was a big challenge even before the Covid- 19 era; however, the coronavirus and the obligatory digital education showed that new methods are needed to resolve these issues. One of them could be implementation of digital serious games. This paper presents the findings of a questionnaire about the feelings of students toward digital serious games. In all, 1755 answers were collected and analyzed and the results showed that most students do not shy away from using these kinds of video games in a classroom environment, although there are various concerns and key aspects educational professionals must consider.\",\"PeriodicalId\":41114,\"journal\":{\"name\":\"Informacios Tarsadalom\",\"volume\":\" \",\"pages\":\"\"},\"PeriodicalIF\":0.7000,\"publicationDate\":\"2022-12-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Informacios Tarsadalom\",\"FirstCategoryId\":\"91\",\"ListUrlMain\":\"https://doi.org/10.22503/inftars.xxii.2022.4.10\",\"RegionNum\":4,\"RegionCategory\":\"管理学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"INFORMATION SCIENCE & LIBRARY SCIENCE\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Informacios Tarsadalom","FirstCategoryId":"91","ListUrlMain":"https://doi.org/10.22503/inftars.xxii.2022.4.10","RegionNum":4,"RegionCategory":"管理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"INFORMATION SCIENCE & LIBRARY SCIENCE","Score":null,"Total":0}
How do students see the role of serious games in education?
Grabbing and holding student attention was a big challenge even before the Covid- 19 era; however, the coronavirus and the obligatory digital education showed that new methods are needed to resolve these issues. One of them could be implementation of digital serious games. This paper presents the findings of a questionnaire about the feelings of students toward digital serious games. In all, 1755 answers were collected and analyzed and the results showed that most students do not shy away from using these kinds of video games in a classroom environment, although there are various concerns and key aspects educational professionals must consider.