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#x201C;Why can't we always learn like this?#x201D; Games-based learning and the English language arts classroom: Lessons learned and practical applications

机译:“为什么我们不能总是这样画?”基于游戏的学习和英语艺术课堂:经验教训和实际应用

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This paper explores the impact of using commercial-off-the-shelf (COTS) videogames in a high school curriculum through examining the influence that using COTS videogames has on transforming students' literacy learning in-school. However, it must be noted that transforming literacy in-school is about more than bridging in- and out-of-school literacies; it is about developing a deeper understanding of the meaning of literacy in today's multimediated world so that we can better grasp how to harness new learning styles and new ways of making meaning. To understand how to capture these uses of in- and out-of-school practices, we conducted a mixed research study of a high school reading intervention class that incorporated a COTS videogames curriculum. Twenty-seven students participated and were enrolled in the class. Data were analyzed using constant comparison, classical content analysis, and qualitative comparative analysis. Findings indicate that the games-based curriculum allow students to see the validity of their out-of-school literacies within school curriculum, as evidenced by their desire to connect their reading and writing with gaming and an increased desire to read and to write more at the end of the class than at the beginning.
机译:本文探讨了在高中课程中使用商业现货(COTS)视频游戏的影响通过检查使用COTS视频游戏对学生在学校转换学生的扫盲学习的影响。但是,必须指出的是,在校内转变识字率是越来越多的校长和校外文学;它是关于制定更深入的了解当今多视野中识字率的意义,因此我们可以更好地掌握如何利用新的学习方式和新的制作意义方式。要了解如何捕获这些和课外实践的这些用途,我们对一份高中阅读干预课进行了混合研究研究,该研究纳入了COTS视频游戏课程。二十七名学生参加并注册了课堂。使用常数比较,经典内容分析和定性对比分析分析数据。调查结果表明,基于游戏的课程允许学生在学校课程中看到他们校外文字的有效性,这证明了他们希望通过游戏的阅读和写作以及增加读取和写入更多的愿望和写入更多课程结束而不是开始。

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