低保真的买方卖方模拟可以鼓励真实的学习体验

IF 1.3 4区 经济学 Q3 ECONOMICS
Gary Wai Chung Wong , Paulina Pui Yun Wong, James Chit Ming Chong
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引用次数: 1

摘要

本研究的目的是介绍和评估一种基于私人社交网络中买卖双方角色扮演的新型在线模拟方法,用于住房经济学教育。这是在新冠肺炎导致课堂中断需要新方法与学生异步互动的时候。虽然基于游戏的学习模拟等方法显示出参与的潜力,但它们通常是高保真的,需要高昂的设置成本。现有的房屋模拟游戏也是如此,除了单人模式外,技术定制和学习曲线的成本降低了课堂上的采用率。在这种情况下,使用社交网络来促进低保真度的买卖房屋角色扮演可能会提供灵活的学习目标和同伴参与,但其实施尚不清楚。这种知识上的差距激发了这项调查,香港的大学生参与了房地产买卖者角色扮演。学生们在私人社交媒体应用程序Soqqle上发布了可用的房产,买家使用评论进行竞标。课后反思文章表明,学生的各种需求都得到了满足,这表明该设置支持灵活的学习结果。真实的学习成果,如知识转移、反思、挑战和现实主义也得到了体验。此外,尽管由于缺乏观察,在统计上不重要,但回归分析表明,经历和克服挑战(β=3.996,p=.082)提供了最大的学习结果(R2=0.325)。与其他模拟从业者组成的焦点小组表明,这种方法的好处可以扩展到他们身上。这项研究的发现可以让基于游戏的学习从业者受益,他们正在寻找快速简单的方法,在课堂上为现实生活场景引入在线角色扮演。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Low-fidelity buyer seller simulations can encourage authentic learning experiences

The goal of this study is to introduce and evaluate a novel online simulation method built upon buyer-seller roleplay in a private social network for housing economics education. This is at a time when classroom disruptions due to COVID-19 require new methods to engage with students asynchronously. While methods like game-based learning simulations show potential to engage, they are often high-fidelity and require high setup costs. This is also the case for existing housing simulation games, for which besides being single player mode, costs for technical customization and learning curve reduces adoption in the classroom. In this context, the use of social networks to facilitate a low-fidelity buyer-seller housing roleplay may provide flexible learning goals and peer engagement, but its implementation is unclear. This gap in knowledge has motivated this investigation, for which undergraduate students in Hong Kong participated in property buyer-seller roleplay. Students posted available property and buyers bid for them using comments on a private social media app, Soqqle. Post-course reflective essays suggest that various student needs were met, indicating that the setup supports flexible learning outcomes. Authentic learning outcomes like knowledge transfer, reflection, challenge, and realism were also experienced. Further, although statistically insignificant due to lack of observations, a regression analysis shows that experiencing and overcoming challenges (β = 3.996, p = .082) provides the biggest learning outcome (R2 = 0.325). A focus group with other simulation practitioners suggests the benefits of this method could extend to them. The findings of this study can benefit practitioners of game-based learning looking for quick and easy methods to introduce online roleplay for real-life scenarios in their classes.

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来源期刊
CiteScore
4.40
自引率
4.80%
发文量
26
审稿时长
28 days
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