游戏学习对学生计算思维的影响:一项元分析

IF 4 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH
Jingsi Ma, Yi Zhang, Zhifang Zhu, Sunan Zhao, Qiyun Wang
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引用次数: 0

摘要

计算思维教育越来越受到教育工作者和研究者的关注。本研究对27项实证研究进行了荟萃分析,以检验游戏学习(GBL)对培养学生认知能力的有效性。本研究还探讨了各种因素对CT学习过程的影响。结果表明:(a)开展GBL可以促进学生的CT,总体效果处于中上水平(Hedges’g = .600, 95% CI[。][465, .735], p < .001]。(b)此外,进行GBL可以提高学生的CT概念(Hedges’g = .916, 95% CI[。]410,1.423], p < .001), CT技能(Hedges ' g = .494, 95% CI[。389, .600], p < .001), CT透视(Hedges ' g = .927, 95% CI[。[039, 1.816], p < 0.05]。(c)此外,游戏模式、教学情境、参与者特征对CT有正向影响。基于上述研究结果,建议采用更多的不插电游戏和视频游戏,设计协作游戏活动,根据性别差异和编程经验定制方法,可以有效促进CT的发展。结果对培养GBL学生的CT有一定意义;建议合理设计教学过程。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Game-Based Learning for Students’ Computational Thinking: A Meta-Analysis
Computational thinking (CT) education has drawn increasing attention from educators and researchers. This study conducted a meta-analysis of 27 empirical studies to examine the effectiveness of game-based learning (GBL) for fostering students’ CT. The effects of various factors on the learning process for acquiring CT were also examined. The results showed that (a) conducting GBL can foster students’ CT, and the overall effect was at the upper-middle level (Hedges’ g = .600, 95% CI [.465, .735], p < .001). (b) Furthermore, conducting GBL can improve students’ CT concepts (Hedges’ g = .916, 95% CI [.410, 1.423], p < .001), CT skills (Hedges’ g = .494, 95% CI [.389, .600], p < .001), and CT perspectives (Hedges’ g = .927, 95% CI [.039, 1.816], p < .05). (c) Additionally, game mode, teaching context, and participant characteristics have positive effects on CT. Based on the findings, it is suggested that using more unplugged games and video games, designing collaborative game activities, and tailoring approaches according to gender difference and programming experience can effectively promote CT. The results have significance for fostering students’ CT in GBL; it is further suggested that instruction processes be rationally designed.
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来源期刊
Journal of Educational Computing Research
Journal of Educational Computing Research EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
11.90
自引率
6.20%
发文量
69
期刊介绍: The goal of this Journal is to provide an international scholarly publication forum for peer-reviewed interdisciplinary research into the applications, effects, and implications of computer-based education. The Journal features articles useful for practitioners and theorists alike. The terms "education" and "computing" are viewed broadly. “Education” refers to the use of computer-based technologies at all levels of the formal education system, business and industry, home-schooling, lifelong learning, and unintentional learning environments. “Computing” refers to all forms of computer applications and innovations - both hardware and software. For example, this could range from mobile and ubiquitous computing to immersive 3D simulations and games to computing-enhanced virtual learning environments.
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