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Personality traits and performance in online game-based learning: Collaborative versus individual settings.

机译:基于在线游戏的学习中的人格特质和表现:协作与个人设置。

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摘要

Extant research indicates that, in face-to-face settings, cooperative learning and game-based learning strategies can be effective. However, in online settings (e.g., in distance education), there is a paucity of research in this area. This study was designed to investigate performance and attitudes of university students who played an educational game collaboratively at different online locations, compared with those playing individually. Relationships among player game performance and personality traits were examined, as well as differences in patterns of gameplay and attitudes about their learning experience.;Participants were randomly assigned either to an individual or to a collaborative online game setting. All participants played an abridged version of the Diffusion Simulation Game (DSG) repeatedly during an 80-minute period. Those in collaborative dyads were paired based on level of agreeableness (one of the personality traits in the Big Five Model). Cooperative learning strategies for dyads required positive interdependence, group monitoring, and individual accountability.;DSG sessions occurred virtually in Second Life and were digitally captured. Participants also completed a learning achievement test, personality trait questionnaire and an attitude survey. The DSG itself also stored turn-by-turn histories of each game played.;Results indicated that cooperative dyads significantly outperformed individual players. Participants in both settings agreed that they enjoyed playing the game and considered it an effective way to learn. The personality trait, conscientiousness, was positively correlated with game performance in the individual setting, whereas both extraversion and agreeableness were negatively correlated with performance in the collaborative setting.;Results from Analysis of Patterns in Time indicated that, in both settings, for games with the highest scores, participants conducted more turns that involved cognitive processes, when compared with games with the lowest scores. In the collaborative setting, games resulting in the highest scores occurred when players negotiated actively, in contrast to games ending with the lowest scores.
机译:现有的研究表明,在面对面的环境中,合作学习和基于游戏的学习策略可能是有效的。但是,在在线环境中(例如,在远程教育中),该领域的研究很少。这项研究旨在调查与单独玩游戏的大学生在不同的在线地点合作玩教育游戏的表现和态度。研究了玩家游戏性能和人格特质之间的关系,以及游戏方式和学习经历态度的差异。参与者被随机分配到个人或协作的在线游戏环境中。在80分钟的时间内,所有参与者都反复玩了扩散模拟游戏(DSG)的精简版。协作双胞胎中的双胞胎是根据一致性水平(“五大模型”中的人格特质之一)配对的。二元组的合作学习策略需要积极的相互依存,小组监控和个人责任感。DSG会话实际上发生在《第二人生》中,并被数字捕获。参加者还完成了学习成绩测验,人格特质问卷和态度调查。 DSG本身还存储了每场比赛的转弯历史记录。结果表明,合作双子组的表现明显优于单个玩家。两种设置的参与者都同意他们喜欢玩游戏,并认为这是一种有效的学习方法。人格特质,尽责性与个人环境中的游戏表现成正相关,而外向性和顺应性与合作环境中的表现成负相关。;时间模式分析的结果表明,在两种环境中,具有与得分最低的游戏相比,得分最高的参与者进行的回合涉及认知过程的次数更多。在协作环境中,与参与者得分最低的游戏相反,当玩家积极地进行谈判时,会导致得分最高的游戏。

著录项

  • 作者

    Lara, Miguel Angel.;

  • 作者单位

    Indiana University.;

  • 授予单位 Indiana University.;
  • 学科 Education Instructional Design.;Psychology Personality.;Education Technology of.
  • 学位 Ph.D.
  • 年度 2013
  • 页码 196 p.
  • 总页数 196
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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