中国教育类核心期刊 CSSCI来源期刊 RCCSE中国权威学术期刊

杂志文章

您的位置:首页 >文章目录 >2019年第11期>

    游戏化学习方式对学生学习效果的影响研究 ——基于35项实验和准实验研究的元分析

    Research on Influence of Gamification Learning Method on Students' Learning Effect: Meta-analysis Based on 35 Experiments and Quasi-experimental Studies

    [浏览次数:9155]

【作      者】:

李玉斌, 宋金玉, 姚巧红


【关 键 词 】:

游戏化学习; 学习方式; 元分析; 学习效果; 学习资源


【栏      目】:

课程与教学


【中文摘要】:

作为一种独特的教育资源,数字化教育游戏注重心流体验和学习沉浸,在改善学生学习效果方面被寄予厚望。基于数字游戏的游戏化学习方式也一直被教育研究者高度关注,并展开了大量的研究。那么,游戏化学习方式在改善学生学习方面到底有没有作用?如果有,作用有多大?如果没有,什么原因造成的?这些问题是目前学界十分关心的问题。为此,研究利用元分析法,从总体效果、不同学段、不同知识类型、不同学科等多个方面,对国内外35项游戏化学习实验报告的结果进行了定量分析,比较客观地审视和评价了游戏化学习方式对学生学习效果的影响。分析结果显示:(1)总体来看,游戏化学习对学生学习效果具有较大程度且积极的影响;(2)游戏化学习对学生学习效果的影响不受知识类型、学段等调节变量的影响;(3)游戏化学习方式在不同学科的实验结果存在差异性。透过这些研究也可以看出,教育游戏若要真正融入学校教育生态还面临着不小的挑战,在获得支持、提供更多选择、降低制作技术门槛、研究有效的应用模式、改变攸关方的态度和认知等方面还需要做大量工作。


【英文摘要】:

As a unique educational resource, digital educational games focus on the experience of flow experience and learning immersion, and are expected to improve students' learning effect. The gamification learning based on digital games has also been highly concerned by educational researchers and a lot of researches have been carried out. So, does gamification learning have any effects on improving students' learning? If so, how useful is it? If not, why? Those issues are of great concern to the academic circle. Therefore, this study uses the meta-analysis method to quantitatively analyze the results of 35 gamification learning experiments at home and abroad from the aspects of the overall effect, different stages , different knowledge types and different disciplines, and objectively evaluates the influence of gamification learning on students' learning effects. The results show that in general, gamification learning has a great and positive impact on students' learning effects. The impact of gamification learning on students' learning effects is not affected by the regulating variables such as knowledge types and school stages. Moreover, there are differences in the experimental results of gamification learning in different disciplines. Through those studies, it can be seen that educational games are still facing a lot of challenges to integrate into the school education ecosystem. A lot of work needs to be done in terms of gaining support, providing more choices, lowering the threshold of production technologies, studying effective application models, and changing the stakeholders' attitudes and cognition as well.

网站首页 | 联系我们 | 意见建议| 杂志订阅| 管理部登录

版权所有 © 电化教育研究 CopyRight ©e-EDUCATION RESEARCH 2011-2018 电话:0931-7971823 地址:西北师范大学《电化教育研究》杂志社