Computer Games in Education.

教育中的计算机游戏。

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ID: 41005
2019
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Abstract
Visionaries offer strong claims for the educational benefits of computer games, but there is a need to test those claims with rigorous scientific research and ground them in evidence-based theories of how people learn. Three genres of game research are ( a) value-added research, which compares the learning outcomes of groups that learn academic material from playing a base version of a game to the outcomes of those playing the same game with one feature added; ( b) cognitive consequences research, which compares improvements in cognitive skills of groups that play an off-the-shelf game to the skill improvements of those who engage in a control activity; and ( c) media comparison research, which compares the learning outcomes of groups that learn academic material in a game to the outcomes of those who learn with conventional media. Value-added research suggests five promising features to include in educational computer games: modality, personalization, pretraining, coaching, and self-explanation. Cognitive consequences research suggests two promising approaches to cognitive training with computer games: using first-person shooter games to train perceptual attention skills and using spatial puzzle games to train two-dimensional mental rotation skills. Media comparison research suggests three promising areas where games may be more effective than conventional media: science, mathematics, and second-language learning. Future research is needed to pinpoint the cognitive, motivational, affective, and social processes that underlie learning with educational computer games.
尽管远见者对电脑游戏的教育效益提出了强有力的主张,但仍有必要通过严格的科学研究来检验这些主张,并将其扎根于基于实证的人类学习理论之中。游戏研究的三种主要范式为:(a) 增值研究(value-added research),比较通过玩基础版游戏学习学术内容的学生群体与玩增加了一项特征的同一游戏的学生群体的学习成果;(b) 认知后果研究(cognitive consequences research),比较玩现成商业游戏的学生群体与参与对照活动的学生群体在认知技能提升方面的差异;以及 (c) 媒体比较研究(media comparison research),比较通过游戏学习学术内容的学生群体与使用传统媒体学习的学生群体的学习成果。增值研究表明,在教育电脑游戏中融入以下五种特征极具前景:通道、个性化、预训练、指导与自我解释。认知后果研究指出了利用电脑游戏进行认知训练的两条可行途径:利用第一人称射击游戏训练知觉注意技能,以及利用空间解谜游戏训练二维心理旋转技能。媒体比较研究表明,游戏在科学、数学以及第二语言学习这三个极具前景的领域可能比传统媒体更有效。未来的研究需要进一步精准阐明基于教育电脑游戏进行学习所涉及的认知、动机、情感与社会过程。
Reference Key
mayer2019computerannual Use this key to autocite in the manuscript while using SciMatic Manuscript Manager or Thesis Manager
Authors
Journal annual review of psychology
Year 2019
DOI
10.1146/annurev-psych-010418-102744
URL
Keywords Keywords not found

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