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A comparative framework for culturally differentiated digital game-based learning
International Journal of Comparative Education and Development Pub Date : 2016-08-08 , DOI: 10.1108/ijced-04-2016-0008
Jae Park , Run Wen

Purpose – The purpose of this paper is to explore culture as the unit of analysis in comparative education in the context of technology-mediated learning known as digital game-based learning (DGBL). Design/methodology/approach – Two digital games for Chinese language learning were purposefully designed and produced following existing studies in cross-cultural psychology, learning theories and second language acquisition. To corroborate the assumption that culture affects user’s preference of DGBL learning interface, the two newly developed instructional tools were evaluated with eastern and western learners to find out their perceptions and choices through direct observation, pre-/post-assessments and a group interview. Findings – The evaluation indicates the validity of the key assumptions in the theoretical framework: eastern learners were fond of the type of digital game that involves social cues and situational factors, whereas, western learners preferred a simple design and goal-oriented learning game in which they had the power of control. Originality/value – This paper suggests a theoretical and technical framework to design, and produce culturally sensitive DGBL learning tools. Extant studies on the relationship between culture and DGBL are usually on how digital games generate unique learning experiences and culture. Looking at the same phenomenon but in a reverse direction, this study reports on how learners’ culture determines their preferences in DGBL.

中文翻译:

基于文化差异的基于数字游戏的学习的比较框架

目的–本文的目的是在称为数字游戏的学习(DGBL)的技术介导学习的背景下,探索文化作为比较教育中的分析单位。设计/方法/方法–根据现有的跨文化心理学,学习理论和第二语言习得的研究,有目的地设计并制作了两个用于中文学习的数字游戏。为了证实文化会影响用户对DGBL学习界面的偏爱这一假设,东方和西方学习者对这两种新开发的教学工具进行了评估,以通过直接观察,前/后评估和小组访谈来了解他们的看法和选择。结果–评估表明了理论框架中主要假设的有效性:东方学习者喜欢涉及社交线索和情境因素的数字游戏类型,而西方学习者更喜欢具有控制能力的简单设计和面向目标的学习游戏。原创性/价值–本文提出了一个理论和技术框架来设计和生产具有文化敏感性的DGBL学习工具。关于文化和DGBL之间关系的现有研究通常是关于数字游戏如何产生独特的学习体验和文化的。着眼于同一现象,但方向相反,本研究报告了学习者的文化如何决定他们在DGBL中的偏好。原创性/价值–本文提出了一个理论和技术框架来设计和生产具有文化敏感性的DGBL学习工具。关于文化与DGBL之间关系的现有研究通常是关于数字游戏如何产生独特的学习体验和文化的。着眼于同一现象,但方向相反,本研究报告了学习者的文化如何决定他们在DGBL中的偏好。原创性/价值–本文提出了一个理论和技术框架来进行设计,并生产出具有文化敏感性的DGBL学习工具。关于文化和DGBL之间关系的现有研究通常是关于数字游戏如何产生独特的学习体验和文化的。着眼于同一现象,但方向相反,本研究报告了学习者的文化如何决定他们在DGBL中的偏好。
更新日期:2016-08-08
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