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Paper-Based Aids for Learning With a Computer-Based Game
被引:32
|作者:
Fiorella, Logan
[1
]
Mayer, Richard E.
[1
]
机构:
[1] Univ Calif Santa Barbara, Dept Psychol & Brain Sci, Santa Barbara, CA 93106 USA
关键词:
educational games;
metacognition;
multimedia learning;
SCIENCE;
STUDENTS;
REFLECTION;
GUIDANCE;
INQUIRY;
D O I:
10.1037/a0028088
中图分类号:
G44 [教育心理学];
学科分类号:
0402 ;
040202 ;
摘要:
The purpose of this study was to test the instructional value of adding paper-based metacognitive prompting features to a gamelike environment for learning about electrical circuits, called the Circuit Game. In Experiment 1, students who were prompted during Levels 1 through 9 to direct their attention to the most relevant features of the game and were provided with a list of its underlying principles to relate to their game actions performed better on an embedded transfer test (i.e., Level 10) than those not provided with the intervention (d = 0.77). In Experiment 2, the principles were not explicitly provided; instead, students were asked to fill in the correct features of each principle on a sheet while playing Levels I through 9 of the game. Results indicated that this method of prompting improved transfer performance only for learners who could correctly fill in the list of the game's principles (d = 0.53). Overall, paper-based aids for directing students' attention toward the most relevant features of a game and asking them to apply provided principles to solve game-based problems result in a deeper understanding of the game's academic content.
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页码:1074 / 1082
页数:9
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