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机构地区:[1]北京大学教育学院,北京100871
出 处:《教学研究》2014年第1期102-105,124,共4页Research in Teaching
基 金:教育部人文社会科学研究一般项目(13YJA880061)
摘 要:实证研究证明,教育游戏能够激发学生的学习动机,提高学习效果。但现实中,老师、家长和学生对教育游戏的教育价值持怀疑态度,排斥其进入主流课堂。本研究基于技术接受模型、沉浸理论和社会规范理论,以Quest Atlantis为例,综合采用定量研究和质的研究方法,探究了感知易用、感知有用、沉浸体验、社会规范和学生个人特征对初中生教育游戏行为意向的影响。定量研究结果发现,感知有用性、感知易用性与教育游戏行为意向中度相关,而个人游戏经验、学习成绩、游戏中的沉浸体验以及社会规范的强制成分和内化成分都与教育游戏行为意向无显著相关性。结合质的研究结果分析后认为,人们将教育游戏当做知识容器和传递工具的片面性认识,是目前阻碍教育游戏广泛使用的重要原因之一。Empirical studies have shown that educational games can stimulate students' motivation to learn,improve learning outcomes.But in reality,teachers,parents and students are skeptical on the educational value of educational games and reject them entering into classroom.This study is a combination of quantitative and qualitative research based on technology acceptance model,flow theory and social norms theory.We choose quest atlantis as an example to explore the effects of perceived ease of use,perceived usefulness,immersive experience,social norms and personal characteristics on middle school students' behavioral intention on educational games.The results of quantitative study show that perceived usefulness,perceived ease of use and behavioral intentions are in moderate correlation,and there is no significant correlation between personal gaming experience,academic performance,the game's immersive experience,social norms and behavioral intention.Combined with qualitative findings,aft er a deeply analysis we think it is one of the important reasons for obstacle of widespread use of educational games that people consider educational games as a new containers and tools for transfering knowledge.
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