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电脑游戏在教育中的应用。

Computer Games in Education.

机构信息

Department of Psychological and Brain Sciences, University of California, Santa Barbara, California 93106, USA; email:

出版信息

Annu Rev Psychol. 2019 Jan 4;70:531-549. doi: 10.1146/annurev-psych-010418-102744. Epub 2018 Sep 19.

Abstract

Visionaries offer strong claims for the educational benefits of computer games, but there is a need to test those claims with rigorous scientific research and ground them in evidence-based theories of how people learn. Three genres of game research are ( a) value-added research, which compares the learning outcomes of groups that learn academic material from playing a base version of a game to the outcomes of those playing the same game with one feature added; ( b) cognitive consequences research, which compares improvements in cognitive skills of groups that play an off-the-shelf game to the skill improvements of those who engage in a control activity; and ( c) media comparison research, which compares the learning outcomes of groups that learn academic material in a game to the outcomes of those who learn with conventional media. Value-added research suggests five promising features to include in educational computer games: modality, personalization, pretraining, coaching, and self-explanation. Cognitive consequences research suggests two promising approaches to cognitive training with computer games: using first-person shooter games to train perceptual attention skills and using spatial puzzle games to train two-dimensional mental rotation skills. Media comparison research suggests three promising areas where games may be more effective than conventional media: science, mathematics, and second-language learning. Future research is needed to pinpoint the cognitive, motivational, affective, and social processes that underlie learning with educational computer games.

摘要

有远见的人对电脑游戏的教育益处提出了强烈的主张,但需要通过严格的科学研究来检验这些主张,并将其建立在人们学习的基于证据的理论基础上。游戏研究有三个流派:(a)增值研究,它比较了从玩游戏的基础版本中学习学术材料的群体的学习成果与玩同一款游戏但增加了一个功能的群体的学习成果;(b)认知后果研究,它比较了玩现成游戏的群体的认知技能的提高与从事控制活动的群体的技能提高;(c)媒体比较研究,它比较了在游戏中学习学术材料的群体的学习成果与使用传统媒体学习的群体的学习成果。增值研究提出了五项有前途的教育电脑游戏功能:模态、个性化、预训练、辅导和自我解释。认知后果研究提出了两种有前途的电脑游戏认知训练方法:使用第一人称射击游戏来训练感知注意力技能,以及使用空间拼图游戏来训练二维心理旋转技能。媒体比较研究提出了游戏可能比传统媒体更有效的三个有前途的领域:科学、数学和第二语言学习。需要进一步的研究来确定学习教育电脑游戏的认知、动机、情感和社会过程。

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