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Exploring perspectives and experiences of diverse learners' acceptance of online educational engineering games as learning tools in the classroom

机译:探索各种学习者对在线教育工程游戏接受的视角和经验作为教室的学习工具

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This Research Full paper focuses on perceptions and experiences of freshman and sophomore engineering students when playing an online serious engineering game that was designed to improve engineering intuition and knowledge of statics. Use of serious educational engineering games has increased in engineering education to help students increase technical competencies in engineering disciplines. However, few have investigated how these engineering games are experienced by the students; how games influence students' perceptions of learning, or how these factors may lead to inequitable perspectives among diverse populations of students. Purpose/Hypothesis: The purpose of this study was to explore the perceptions, appeal, and opinions about the efficacy of educational online games among a diverse population of students in an engineering mechanics statics course. It was hypothesized that compared to majority groups (e.g., men, White), women of color who are engineering students would experience less connections to the online educational game in terms of ease of use and level of frustration while playing. It is believed that these discordant views may negatively influence the game's appeal and efficacy towards learning engineering in this population of students. Design/Method: The Technology Acceptance Model (TAM) is expanded in this study, where the perspectives of women of colour (Latinx, Asian and African American) engineering students are explored. The research approach employed in this study is a mixed-method sequential exploratory design, where students first played the online engineering educational game, then completed a questionnaire, followed by participation in a focus group. Responses were initially analyzed through open and magnitude coding approaches to understand whether students thought these educational games reflected their personal culture. Results: Preliminary results indicate that though the majority of the students were receptive to using the online engineering software for their engineering education, merely a few intimated that they would use this software for engineering exam or technical job interview preparation. A level-one categorical analysis identified a few themes that comprised unintended preservation of inequality in favor of students who enjoyed contest-based education and game technology. Competition-based valuation of presumed mastery of course content fostered anxiety and intimidation among students, which caused some to "game the game" instead of studying the material, to meet grade goals. Some students indicated that they spent more time (than necessary) to learn the goals of the game than engineering content itself, suggesting a need to better integrate course material while minimizing cognitive effort in learning to navigate the game. Conclusions: Preliminary results indicate that engineering software's design and the way is coupled with course grading and assessment of learning outcomes, affect student perceptions of the technology's acceptance, usefulness, and ease of use as a "learning tool." Students were found to have different expectations of serious games juxtaposed software/apps designed for entertainment. Conclusions also indicate that acceptance of inquiry-based educational games in a classroom among diverse populations of students should clearly articulate and connect the game goals/objectives with class curriculum content. Findings also indicate that a multifaceted schema of tools, such as feedback on game challenges, and explanations for predictions of the game should be included in game/app designs.
机译:玩在线严重的工程游戏,旨在提高工程直觉和静力学的知识时,该研究论文全文侧重于观念和大一,大二学生的工程经验。严重的教育工程游戏使用在工程教育有所增加,帮助学生提高工程学科的技术能力。然而,很少有人研究了这些工程的游戏是如何由学生经历;游戏如何影响学生的学习,还是怎么的看法,这些因素可能会导致学生的不同人群之间的不公平的观点。目的/假说:这项研究的目的是探讨的看法,提出上诉,以及有关的教育网络游戏的学生的不同群体之间在工程力学静力学课程的功效意见。据推测,相比于多数群体(例如,男性,白色),工程专业的学生谁是色彩的女性会体验到易用性和,同时上场的无奈级方面的在线教育游戏更少的连接。据认为,这些不和谐的观点可能对负在该人群中的学生学习工程学游戏的吸引力和有效性的影响。设计/方法:技术接受模型(TAM)在这项研究中,其中女性的颜色(Latinx,亚洲和非洲裔)工科学生的角度进行了探讨扩大。在这项研究中所采用的研究方法是一种混合方法的顺序探索设计,让学生先在焦点小组发挥的在线教育工程游戏,然后完成一份调查问卷,随后参与。回应最初通过公开和幅度编码方法进行分析,以了解学生是否认为这些教育游戏反映了他们个人的文化。结果:初步结果显示,虽然大部分学生都接受使用在线工程软件的工程教育,仅仅是几个暗示,他们将利用这款软件进行工程检查或技术工作面试的准备。 A级 - 一个分类分析,确定了由不平等的意外保存赞成谁享有基于竞赛,教育和游戏技术的学生几个主题。课程内容推测掌握的基于竞争的估值培养的学生,这引起了一些以“游戏的游戏”,而不是学习的材料,以满足级目标中的焦虑和恐吓。一些学生表示,他们花了更多的时间(超过必要)了解了游戏的多工程内容本身的目标,这需要更好地整合教材,同时在学习导航游戏最小化的认知努力。结论:初步结果表明,工程软件的设计与方式加上课程分级和学习成果的评价,​​影响了技术的接受,实用性的学生的看法,和易用性作为“学习工具”。发现学生有严重的游戏并列的软件有不同的期望/应用程序专为娱乐。结论也表明在一个教室里学生的不同人群应该清楚地说明,并与一流的课程内容连接游戏目标/目的中,接受的探究式教育游戏。调查结果还表明,工具,比如在游戏挑战,并解释为比赛的预测反馈多方面的架构应该包括在游戏/应用程序的设计。

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