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Role of conjecture mapping in applying a game-based strategy towards a case library: a view from educational design research
Journal of Computing in Higher Education ( IF 4.045 ) Pub Date : 2020-02-25 , DOI: 10.1007/s12528-020-09251-1
Andrew A. Tawfik , Matthew Schmidt , Chelsy P. Hooper

Despite the prevalence of case-based reasoning in systems design, many of the established design principles are based on theory rather than empirical studies. This study describes the evolution of a case library learning environment and its transition to a game-based learning approach using educational design research (EDR). We discuss our iterative processes of design and development and situate these processes within the broader framework of educational design research. We discuss how the earlier versions of the problem-based learning environment were based on design principles extracted from case-based reasoning theory. Subsequent studies caused us to rethink the intersection of theory and design, along with its impact on learning outcomes. Using a variety of data collections (e.g. analytics, causal maps) and EDR strategies (e.g. conjecture maps), we identify the following new design principles based on CBR theory: emergent design principles that focused on optimal case length, mechanisms to prompt case retrieval and decision-making, and visual presentation. Implications for problem-based reasoning, case-based theory, and interface design are discussed.

中文翻译:

猜想映射在将基于游戏的策略应用于案例库中的作用:教育设计研究的观点

尽管在系统设计中普遍存在基于案例的推理,但许多已建立的设计原则都是基于理论而不是经验研究。这项研究描述了案例库学习环境的演变以及使用教育设计研究(EDR)过渡到基于游戏的学习方法的过程。我们讨论设计和开发的迭代过程,并将这些过程置于教育设计研究的更广泛框架内。我们讨论基于问题的学习环境的早期版本如何基于从基于案例的推理理论中提取的设计原则。随后的研究使我们重新考虑了理论与设计的交叉点,以及它对学习成果的影响。使用各种数据收集(例如分析,因果图)和EDR策略(例如 猜想图),我们基于CBR理论确定了以下新的设计原则:针对最佳案例长度的新兴设计原则,提示案例检索和决策的机制以及可视化表示。讨论了基于问题的推理,基于案例的理论和界面设计的含义。
更新日期:2020-02-25
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