数字教育逃生室设计中的关键问题及教学意义

IF 0.7 Q3 EDUCATION & EDUCATIONAL RESEARCH
M. Repetto, B. Bruschi, Melania Talarico
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引用次数: 0

摘要

教育逃生室是一种基于游戏的环境,可以让所有学校的学生参与到学习体验中。COVID- 9大流行加剧了数字形式密室的扩散,其使用似乎对知识获取和21世纪技能发展产生了重大影响。然而,教育密室的设计是一个必要的过程,需要深入了解游戏设计原则和学习设计方法。此外,愿意与学生一起设计和实验密室的教师和教育工作者需要知道如何将这些显然属于遥远领域的原则联系起来,并平衡它们,使这些学习环境从教育的角度有效,同时具有高度和内在的激励作用。这篇文章的目的是关注教育数字密室的设计相关方面,提供教学基础并讨论对学习的影响。我们进行了一项基于设计的研究(DBR),涉及两组在过去两个学年参加过基于游戏的学习课程的本科生。他们在两个版本的课程中设计的教育密室,对应于DBR周期的两次迭代,进行了比较,以调查设计方法的逐步增强是否影响了实现的教育密室的质量。通过对学生设计的deer的评价,得出了一个分类,列出了deer开发的主要设计特征,可以作为指导教育设计师开发有效deer的工具,其中游戏方面与教育方面密切相关。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Key issues and pedagogical implications in the design of Digital Educational Escape rooms
Educational Escape rooms are game-based environments that may involve students of all school orders in engaging learning experiences. COVID- 9 pandemic has increased the proliferation of escape rooms in a digital format whose use appeared meaningful for their generative effects on knowledge acquisition and on 21st century skills development. Nevertheless, the design of educational escape rooms is an essential process requiring a deep knowledge of both game design principles and learning design approaches. Moreover, teachers and educators willing to design and to experiment escape rooms with their students need to know how to connect these principles belonging to apparently distant fields and to balance them, to make these learning environments effective from an educational point of view and, at the same time, highly and intrinsically motivating. The aim of this contribution is to focus on the design related aspects of educational digital escape rooms, providing a pedagogical foundation and discussing implications for learning. A Design-Based Research (DBR) has been conducted, involving two cohorts of undergraduate students who attended the Game-based learning course in the last two academic years. The educational escape rooms designed by them in the two editions of the course, corresponding to two iterations of a DBR cycle, were compared to investigate if the progressive enhancement of the design approach has affected the quality of the realized educational escape rooms. From evaluation of DEERs designed by students a taxonomy was derived that, listing the main design characteristics for the development of DEERs, can be used as a tool that can guide educational designers in the development of effective DEERs, where game aspects are closely intertwined with the educational ones.
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来源期刊
Journal of E-Learning and Knowledge Society
Journal of E-Learning and Knowledge Society EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
2.30
自引率
0.00%
发文量
0
审稿时长
12 weeks
期刊介绍: SIe-L , Italian e-Learning Association, is a non-profit organization who operates as a non-commercial entity to promote scientific research and testing best practices of e-Learning and Distance Education. SIe-L consider these subjects strategic for citizen and companies for their instruction and education.
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