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增强学习效果:讲座与游戏教学成果比较。

Enhancing learning: A comparison of lecture and gaming outcomes.

机构信息

School of Nursing, Jacksonville University, Florida 32211, USA.

出版信息

Nurse Educ. 2013 Sep-Oct;38(5):184-5. doi: 10.1097/NNE.0b013e3182a0e540.

Abstract

Contrary to what we anticipated, our outcomes indicated that learning and satisfaction with learning were no different between the traditional lecture group and the educational gaming group. Learners in the gaming group scored on the examination just as well as, but no higher than, did those in the lecture group. Similarly, students in the gaming group were just as, but no more, satisfied with their learning than were students in the lecture group. Of note, both teaching/learning strategies were shown to be effective for learning with students earning a B average on the examination. Likewise, students in both groups were very satisfied with their respective teaching/learning strategies. Given that our assessment did not support gaming as a superior teaching/learning strategy over lecture, what remains now is the need for a longitudinal study to determine if there are differences in long-term learning. As we implement creative methods of instruction, it is also important to test their effectiveness to ensure that the teaching-learning process is evidence based.

摘要

与我们的预期相反,我们的结果表明,传统讲座组和教育游戏组在学习和学习满意度方面没有差异。游戏组的学习者在考试中的得分与讲座组一样高,但没有更高。同样,游戏组的学生对学习的满意度与讲座组的学生一样,只是没有更高。值得注意的是,这两种教学/学习策略都被证明对学习有效,学生在考试中平均得分为 B。同样,两组学生对各自的教学/学习策略都非常满意。鉴于我们的评估不支持游戏作为比讲座更优越的教学/学习策略,现在需要进行一项纵向研究来确定长期学习是否存在差异。在我们实施创造性的教学方法时,测试它们的有效性也很重要,以确保教学-学习过程是基于证据的。

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