Role-play experience's effect on students' 21st century skills propensity

被引:4
|
作者
Aura, Isabella [1 ,4 ]
Jarvelae, Simo [1 ,2 ]
Hassan, Lobna [3 ]
Hamari, Juho [1 ]
机构
[1] Tampere Univ, Fac Informat Technol & Commun Sci, Tampere, Finland
[2] Univ Helsinki, Fac Med, Dept Psychol & Logoped, Helsinki, Finland
[3] Lappeenranta Univ Technol, Dept Ind Engn & Management, Lappeenranta, Finland
[4] Tampere Univ, Fac informat Technol & Commun Sci, Pinni B Kanslerinrinne 1, Tampere 33100, Finland
关键词
Edu-larp; gamification; learning environment; role-play; 21st century skills; COMPETENCES; EDUCATION; GAME;
D O I
10.1080/00220671.2023.2227596
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
This study examines the effects of a role-play-based pedagogical method in Finland on the twenty-first century skills propensity among 6th graders (12-year-olds). The approach entails a simulation of a society in a gamified learning environment as part of their formal education. Structural Equation Modeling was employed to analyze the students' (N = 253) self-reported effects of role-play experience on pre-and post-scores of twenty-first century skills propensity. The results show a statistically significant positive relation between holistic role-play experience and twenty-first century skills propensity, however, closer exploration reveals only few key associations, which perhaps illustrates the complex nature of both role-playing and the framework of twenty-first century learning. However, the broader positive view demonstrates the potential of one meaningful playful day for the skill and attitude development of young students as part of a formal curriculum.
引用
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页码:159 / 170
页数:12
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