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出 处:《现代教育技术》2017年第8期25-31,共7页Modern Educational Technology
基 金:2012年山东省社会科学规划研究项目"数字化游戏促进学生认知能力与情感发展的实证研究"(项目编号:12CJYJ03)的阶段性研究成果
摘 要:为简化分析多样化的游戏奖励给学生情感带来的差异,文章参考已有研究成果,从奖励形态和效果两个视角构建了游戏奖励分类的二维模型,将游戏奖励分为四种类型:可玩有形奖励、可玩无形奖励、体验有形奖励和体验无形奖励。文章选取教育游戏"兵临城下"作为研究材料,以游戏中的武器、生命值、分数、场景等四种奖励方式作为代表进行实证研究,结果显示奖励给学生带来的愉悦度、激活度、优势度等情感体验都呈积极趋向,其中愉悦度的表现最高;差异分析结果显示可玩有形奖励能带给学生较强的情感体验;学生的高阶情绪智力对游戏奖励的情感体验产生积极影响。In order to simplify the analysis of the students’ emotion experience in diversified game rewards,a two-dimensional model for the game reward classification was constructed from the perspectives of reward forms and game effects based on the previous research results.The game rewards were divided into four categories including playful-tangible rewards,playful-intangible rewards,experiential-tangible rewards and experiential-intangible rewards.Morever,this paper selected the educational game of "Extreme Spelling" as the research material and made a demonstration analysis on the four rewards of weapons,health point,score and open-scene in this game.The results showed that the four rewards had a positive effects on students’ emotion experience of pleasure,arousal and dominance,and presented a highest awareness of pleasure.The results in variance analysis indicated that the playful-tangible reward could bring stronger emotional experience to students as compared with the other types of rewards.At the same time,this study demonstrated that students who have high-order emotional intelligence could have a stronger emotional experience.
分 类 号:G40-057[文化科学—教育学原理]
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