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作 者:沈科杰 苏晗宇 尚俊杰[1] SHEN Kejie;SU Hanyu;SHANG Junjie
机构地区:[1]北京大学教育学院学习科学实验室,北京100871
出 处:《现代远程教育研究》2024年第6期55-68,共14页Modern Distance Education Research
基 金:2023年度国家自然科学基金面上项目“基于视频游戏的空间能力测评关键技术及工具开发研究”(62377001)。
摘 要:知识保留被视为衡量长期学习成效的关键指标。游戏化学习作为一种创新的教学方法近年来受到越来越多研究者的关注。游戏化学习方式对促进知识保留具有潜在优势且受到广泛认可,但也存在诸多争议,因此有必要采用元分析方法进行深入探索。通过对2000—2023年的38项实验和准实验研究及其45个效应量的分析发现:(1)游戏化学习方式对学生学习知识保留具有中等程度的正向影响;(2)在6个调节变量中,学段、干预周期及数字游戏类型对知识保留效果具有调节效应;而协作类型、学科和延后测试时间对知识保留效果并不具有调节效应。为了增强游戏化学习对知识保留的促进作用,应建立以知识保留为核心,以学段、知识类型、协作模式、游戏机制、干预方式为要素的应用框架;对于教育游戏而言,在设计上需要综合考虑学习情境、知识类型、教学目标、学生特点、干预时间等相关影响要素,以发挥其促进学习的最大优势。Knowledge retention is regarded as a critical indicator for measuring the long-term effectiveness of learning.And game-based learning,an innovative instructional approach,has recently garnered increasing attention from researchers.It is widely recognized for its potential to enhance knowledge retention,but its actual effectiveness continues to spark considerable debate.Given this ongoing debate,a meta-analysis is needed to thoroughly examine the actual effectiveness of game-based learning in promoting knowledge retention.An analysis of 38 experimental and quasi-experimental studies conducted between 2000 and 2023,covering 45 effect sizes,reveals the following findings:game-based learning has a moderately positive effect on students’knowledge retention;among six moderating variables examined,the educational level,intervention duration,and type of digital game significantly influence the effect on knowledge retention,while collaboration type,subject area and delayed test do not show significant moderating effects.To maximize the impact of game-based learning on knowledge retention,this study develops a framework centered on knowledge retention,integrating vital elements such as educational level,knowledge type,collaboration mode,game mechanics and intervention method.In designing educational games,it is essential to comprehensively consider learning contexts,knowledge types,instructional goals,student characteristics,and intervention timing for the games’potential to foster learning.
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