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Mobile game-based learning as a solution in COVID-19 era: Modeling the pedagogical affordance and student interactions
Education and Information Technologies ( IF 3.666 ) Pub Date : 2021-07-23 , DOI: 10.1007/s10639-021-10672-3
Akrivi Krouska 1 , Christos Troussas 1 , Cleo Sgouropoulou 1
Affiliation  

The closure of educational institutions due to the COVID-19 pandemic leads imperatively to the utilization of technological advances and the Internet for enabling the continuity of learning. To this direction, Mobile Game-based Learning (MGbL) can be beneficial to teaching and learning; since, from technological perspective, most students prefer to use their mobile devices, such as smartphones or tablets, and from pedagogical perspective, incorporating gaming in educational process can boost students’ motivation for learning and improve their learning outcomes. Hence, this study investigates learners’ intention to use MGbL as an alternative educational practice during the COVID-19 pandemic, by modeling the pedagogical affordance of this technology and student interactions with it. As a testbed for this research, a MGbL application was used for the instruction of the programming language C# in higher education, during the lockdown period of 2020. The findings reveal that the MGbL technology has a significant and positive impact on student engagement and academic performance.



中文翻译:

基于移动游戏的学习作为 COVID-19 时代的解决方案:对教学可供性和学生互动进行建模

由于 COVID-19 大流行而关闭教育机构,势必导致利用技术进步和互联网来实现学习的连续性。在这个方向上,基于移动游戏的学习(MGbL)可以有益于教与学;因为从技术角度来看,大多数学生更喜欢使用他们的移动设备,例如智能手机或平板电脑,而从教学角度来看,将游戏融入教育过程可以提高学生的学习动机并改善他们的学习成果。因此,本研究通过对这项技术的教学可供性和学生与它的互动进行建模,调查学习者在 COVID-19 大流行期间使用 MGbL 作为替代教育实践的意图。作为这项研究的试验台,

更新日期:2021-07-23
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