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正念学习体验通过在基于游戏的创意学习中增强心流体验和自我效能感来促进掌握体验。

Mindful Learning Experience Facilitates Mastery Experience Through Heightened Flow and Self-Efficacy in Game-Based Creativity Learning.

作者信息

Yeh Yu-Chu, Chen Szu-Yu, Rega Elisa Marie, Lin Chin-Shan

机构信息

College of Education, National Chengchi University, Taipei, Taiwan.

Research Center for Mind, Brain and Learning, National Chengchi University, Taipei, Taiwan.

出版信息

Front Psychol. 2019 Jul 17;10:1593. doi: 10.3389/fpsyg.2019.01593. eCollection 2019.

Abstract

This study was performed within the limited framework of computer-game-based educational programs designed to enhance creativity. Furthermore, the utilization of mindful learning and moderators such as flow, mastery experience, and self-efficacy, brings this research to the forefront of modern educational practices. The present researchers developed a comprehensive game-based creativity learning program for fifth and sixth grade pupils. Further analyses presented relationship trends between mindful learning experience, flow experience, self-efficacy, and mastery experience. Eighty-three 5th and 6th grade participants undertook the six-week game-based creativity learning program. Upon completion of the experimental instruction, self-evaluation revealed that participants with higher scores on the concerned variables improved more in both creative ability and confidence than their counterparts. Additionally, path model analysis revealed that mindful learning experience was a powerful predictor of both mastery experience and flow experience; it also influenced mastery experience through flow experience and self-efficacy. The findings support the effectiveness of the game-based learning program developed in this study. Moreover, this study contributes to the theoretical construction of how game-based learning can be designed to facilitate mindful learning experience, flow experience, self-efficacy, and mastery experience during creativity. Some additional enhancement mechanisms utilized in the program were: rewards for high-quality performance, challenging tasks, a variety of design components, immediate feedback, and idea sharing. The theoretical design of this study provides support for the ongoing scientific investigation of new applications of mindful learning in educational programs concerning the learning of creativity.

摘要

本研究是在旨在提高创造力的基于电脑游戏的教育项目这一有限框架内进行的。此外,正念学习以及诸如心流、掌握经验和自我效能感等调节因素的运用,使本研究处于现代教育实践的前沿。本研究的研究者为五、六年级学生开发了一个全面的基于游戏的创造力学习项目。进一步的分析呈现了正念学习体验、心流体验、自我效能感和掌握经验之间的关系趋势。83名五、六年级参与者参加了为期六周的基于游戏的创造力学习项目。在实验教学结束后,自我评价显示,在所关注变量上得分较高的参与者在创造力和自信心方面的提升比其同龄人更大。此外,路径模型分析表明,正念学习体验是掌握经验和心流体验的有力预测指标;它还通过心流体验和自我效能感影响掌握经验。这些发现支持了本研究中开发的基于游戏的学习项目的有效性。此外,本研究有助于构建关于如何设计基于游戏的学习以促进创造力培养过程中的正念学习体验、心流体验、自我效能感和掌握经验的理论。该项目中使用的一些额外强化机制包括:对高质量表现的奖励、具有挑战性的任务、各种设计元素、即时反馈和想法分享。本研究的理论设计为正在进行的关于正念学习在创造力学习教育项目中的新应用的科学研究提供了支持。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/e384/6650763/b6d1327edfb0/fpsyg-10-01593-g001.jpg

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