- 简介: Theaimofthisstudywastoassessthelearningeffectivenessandmotivationalappealofacomputer gameforlearningcomputermemoryconcepts,whichwasdesignedaccordingtothecurricularobjectives andthesubjectmatteroftheGreekhighschoolComputerScience(CS)curriculum,ascomparedtoasim- ilarapplication,encompassingidenticallearningobjectivesandcontentbutlackingthegamingaspect. Thestudyalsoinvestigatedpotentialgenderdifferencesinthegame’slearningeffectivenessandmotiva- tionalappeal.Thesamplewas88students,whowererandomlyassignedtotwogroups,oneofwhich usedthegamingapplication(GroupA, N =47)andtheotheronethenon-gamingone(GroupB, N =41).AComputerMemoryKnowledgeTest(CMKT)wasusedasthepretestandposttest.Students werealsoobservedduringtheinterventions.Furthermore,aftertheinterventions,students’viewson theapplicationtheyhadusedwereelicitedthroughafeedbackquestionnaire.Dataanalysesshowedthat thegamingapproachwasbothmoreeffectiveinpromotingstudents’knowledgeofcomputermemory conceptsandmoremotivationalthanthenon-gamingapproach.Despiteboys’greaterinvolvementwith, likingofandexperienceincomputergaming,andtheirgreaterinitialcomputermemoryknowledge,the learninggainsthatboysandgirlsachievedthroughtheuseofthegamedidnotdiffersignificantly,and thegamewasfoundtobeequallymotivationalforboysandgirls.Theresultssuggestthatwithinhigh schoolCS,educationalcomputergamescanbeexploitedaseffectiveandmotivationallearningenviron- ments,regardlessofstudents’gender.
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- student
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- Interactivelearningenvironments
- motivation
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