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一款积极的教育视频游戏对儿童动机、科学知识和身体活动的影响。

Impact of an active educational video game on children's motivation, science knowledge, and physical activity.

作者信息

Sun Haichun, Gao Yong

机构信息

Department of Teaching and Learning, University of South Florida, Tampa, FL 33620-5650, USA.

Department of Kinesiology, Boise State University, Boise, ID 83725, USA.

出版信息

J Sport Health Sci. 2016 Jun;5(2):239-245. doi: 10.1016/j.jshs.2014.12.004. Epub 2015 Feb 16.

Abstract

BACKGROUND

Active educational video games (AVGs) appear to have a positive effect on elementary school students' motivation leading to enhanced learning outcomes. The purpose of this study was to identify the effectiveness of an AVG on elementary school students' science knowledge learning, physical activity (PA) level, and interest-based motivation.

METHODS

In this randomized controlled study, 53 elementary school students were assigned to an experimental condition or a comparison condition. The experimental condition provided an AVG learning environment, whereas the comparison condition was based on sedentary educational video games.

RESULTS

The results of repeated measures analysis of variance (ANOVA) on the knowledge test showed that students in both groups performed better on the post-test than they did on the pre-test ( < 0.001,  = 0.486), and their post-test scores did not differ significantly. The experimental condition provided a more active environment since the students' average heart rates (HRs) were in the Target-Heart-Rate-Zone (HR = 134 bpm), which was significantly higher than the average HR (103 bpm) from the comparison condition ( = 7.212,  < 0.001). Students in the experimental condition perceived a higher level of situational interest than their counterparts in the comparison group ( < 0.01, and  = 0.301).

CONCLUSION

These results suggest that AVGs benefit children more in terms of PA and motivation than traditional video games by providing an enjoyable learning experience and sufficient PA.

摘要

背景

积极的教育视频游戏(AVG)似乎对小学生的学习动机有积极影响,从而提高学习成果。本研究的目的是确定一款AVG对小学生科学知识学习、身体活动(PA)水平和基于兴趣的动机的有效性。

方法

在这项随机对照研究中,53名小学生被分配到实验条件组或对照组。实验条件组提供一个AVG学习环境,而对照组基于久坐不动的教育视频游戏。

结果

知识测试的重复测量方差分析(ANOVA)结果显示,两组学生在测试后的表现均优于测试前(<0.001,=0.486),且他们的测试后分数无显著差异。实验条件组提供了一个更活跃的环境,因为学生的平均心率(HR)处于目标心率区(HR = 134次/分钟),这显著高于对照组的平均心率(103次/分钟)(= 7.212,<0.001)。实验条件组的学生比对照组的学生感受到更高水平的情境兴趣(<0.01,且= 0.301)。

结论

这些结果表明,AVG通过提供愉快的学习体验和充足的身体活动,在身体活动和动机方面比传统视频游戏更有益于儿童。

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