教育游戏“农场狂想曲2”中的学习迁移  被引量:7

Transfer of Learning in an Educational Game

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作  者:周玉霞[1] 李芳乐[1] 谢永祥[1] 

机构地区:[1]北京广播电视大学远程教育研究所,100081

出  处:《中国远程教育》2011年第7期79-83,96,共5页Chinese Journal of Distance Education

摘  要:教育仿真游戏是否对学生的迁移具有作用?本文采用个案法研究"农场狂想曲2"中学生的学习迁移,结果发现,有提示问题的个案发生了远迁移,迁移的知识层次达到了分析、综合和评价的高阶思维水平,而没有提示问题的个案即发生了近迁移或者没有迁移。In spite of increasing use of simulation games in technical training,little empirical studies are conducted about transfer of learning in educational simulation games.This study,using the research instrument of case study,deals with transfer of learning in an educational simulation game.The results show that teachers' support plays a key role in transfer of learning in such games.Those with prompt questions can result in deeper cognition like analysis,synthesis and evaluation while those without only lower level or no transfer of learning at all.Hence,teachers should present prompt questions appropriately to engage students' thinking in order for transfer of learning to happen.A mere simulation game would not likely result in transfer of learning.

关 键 词:仿真游戏 学习迁移 提示问题 

分 类 号:G434[文化科学—教育学]

 

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