“手指在屏幕上”:策略电子游戏在课程学习中介中的应用

Begoña Gros i Salvat, J. Miranda
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引用次数: 16

摘要

一个多学科的大学团队(智利-西班牙)和瓦尔帕莱索地区(智利)一所公立学校的教师开展了一项倡议,致力于设计和应用一种形成性的序列,将战略视频游戏“帝国时代”的使用纳入他们的活动中,它可以协调课程学习,对应于“社会理解”和“数学教育”的子部门。本设计的课堂应用以78名K7学生为对象,对电子游戏进行了平级、探究和评价三种类型的使用。通过描述性案例研究的方法,你对数据进行了总结和分析,从而描述了在学生、教师角色和电子游戏的贡献之间的关系中出现的实践和互动。主要结果表明,一方面,重要的是教授(i)学习并重新评估游戏,(ii)参与协作实例以能够设计新的学习氛围。另一方面,(iii)学生之间协作和合作的类型,以及(iv)电子游戏提供的接近现实现象的机会。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
"CON EL DEDO EN LA PANTALLA": EL USO DE UN VIDEOJUEGO DE ESTRATEGIA EN LA MEDIACIÓN DE APRENDIZAJES CURRICULARES
A multidisciplinary university team (Chilean-Spanish) and teachers of a public school of the region of Valparaiso (Chile), they carried out an initiative dedicated to design and to apply a formative sequence that incorporating in their activities the use of the strategy video game "Age of Empire", it could mediate curricular learnings corresponding to the sub sectors of "Understanding of the Society" and “Mathematical Education”. The application of this design of classes implied to work with 78 students of K7, which carried out three types of use of the video game: levelling, inquiry and evaluation. Through the methodology of Study of Case of Descriptive type you carries out the summary and analysis of data that it allowed to characterize the practices and interactions arisen in the relationship among even, the teacher role, and the contributions of the video game. The main results show, on one hand, the important thing that it is for the professors (i) to learn and to revalue playing, (ii) to participate of an instance of collaboration to be able to design new learning atmospheres., and on the other hand, (iii) the typology of collaboration and cooperation arisen among the students, and (iv) the opportunities offered by the video game to approach to the reality of the phenomena.
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