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个案研究方法在教育游戏研究中的应用 被引量:6

Using Case Study Method as a Strategy for Researching Educational Game:Our Empirical Experience
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摘要 个案研究是以一个人或一个团体为研究对象,广泛搜集各种资料,综合运用各种方法,对复杂情境中的现象进行深入探究的研究策略。在我们开展的VISOLE(Virtual Interactive Student-Oriented Learning Environment)研究项目中,就采用个案研究方法来深入研究同学的动机、行为和学习成效,并取得了良好的效果。文章仔细讲解了采用该方法的动机、本个案研究的特点以及具体的研究过程。 Case study is a sort of research method, for conducting in-depth investigation on various complex phenomena and situations, with the employment of blended strategies for data collection and analysis. When conducting our research on game-based learning pedagogy called VISOLE (Virtual Interactive Student-Oriented Learning Environment), case study was used as a steering methodology for investigating students' motivation, behaviors and their relationships with learning outcomes. This paper aims to delineate the rationale behind our study approach, as well as the design and proceedings of the entire research.
出处 《现代教育技术》 CSSCI 2008年第6期20-23,共4页 Modern Educational Technology
基金 香港教育研究局资助,项目编号CUHK4200/02H
关键词 个案研究 研究方法 教育游戏 VISOLE 教育 游戏 Case Study Research Method Educational Game VISOLE Education Game
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参考文献9

  • 1Collins, A., Joseph, D., & Bielaczyc, K. Design research: Theoretical and methodological issues[J]. The Journal of Learning Sciences, 2004, 13(1): 15-42.
  • 2Lee, J. H. M. & Lee, F. L. Virtual Interactive Student-Oriente d Learning Environment (VISOLE): Extending the frontier of web-based learning[R]. The scholarship of teaching and learning organized by University Grant Council, Hong Kong, 2001.
  • 3Yin, R. K. Case study research: design and methods( 3rd eds.)[M]. Thousand Oaks/London/New Delhi: Sage Publicati ons, 2003.
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  • 9尚俊杰,庄绍勇,李芳乐,李浩文.游戏化学习行为特征之个案研究及其对教育游戏设计的启示[J].中国电化教育,2008(2):65-71. 被引量:55

二级参考文献13

  • 1Lee, J, H. M., Lee, F, L. Virtual interactive student-oriented learning environment (VISOLE): Extending the frontier of webbased leaming[R]. Hong Kong: The scholarship of teaching and learning organized by University Grant Council, 2001.
  • 2Yin, R. K. Case study research: design and methods ( 3rd ed.)[M]. Thousand Oaks, Calif. : Sage Publications, 2003.
  • 3Merriam, S. B. Qualitaivative research and case study applications in education (2nd ed.)[M]. San Francisco, CA: Jossey-Bass Publishers, 1998.
  • 4Stake, R. E. The art of case study research[M]. Thousand Oaks/ London/New Delhi: Sage Publications, 1995.
  • 5Shang, J.J., Lee, F.L., Lee, J.H.M., Wong, M.K.H., Luk,E.T.H., & Cheung, K.K.F. Using the "Record-Replay" Function for Elaboration of Knowledge in Educational Games[A] . R.Mizoguchi P.DiUenbourg & Z.Zhu (Eds.), Learning by effective utilization of technologies: Facilitating intercultural[C]. Netherlands: IOS Press, 2006. 503-506.
  • 6潘淑满.质性研究理论与应[M],台湾:心理出版社,2003.
  • 7Malone, T.W. What makes things fun to learn? A study of intrinsically motivating computer games[J]. Pipeline, 1980, 6(2): 50-51.
  • 8Prensky, M. Digital game-based Learning[M]. N.Y.: McGraw Hill, 2001.
  • 9Crookall, D. Editorial: Debriefing[J]. Simulation & Gaming, 1992, 23(6): 141-142.
  • 10Thiagarajan, S. The myths and realities ofsimulations in performance technology[J]. Educational Technology, 1998, 38(5): 35-41.

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