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大学生参与教育网络游戏的动机调查——以《Quest Atlantis》为例 被引量:4

On the Motivation of Undergraduates' Participation in Online Educational Games——A Case Study of Quest Atlantis
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摘要 《Quest Atlantis》(探索亚特兰蒂斯,简称QA)是一款目前在国际上应用比较广泛的教育网络游戏。Tuzun在2004年调查了20名9-15岁儿童在校外学生俱乐部玩QA的动机,归纳出12种动机类型。那么,大学生参与教育网络游戏的动机又将如何?通过将QA应用于教育技术专业的核心课程——《教学系统设计》的教学中,采用自述报告和问卷调查相结合的方式对34名大学生参与QA的动机进行调查和分析,研究发现:大学生参与QA的动机与中小学生参与QA的动机尽管存在一些差异,但总体差异程度不是很大,也有着相似类别的参与动机;在课堂教学情境中,会产生"教师的要求"这一特殊的外在动机,而这一动机是有积极影响的;在大学生群体内部,学生们参与QA的动机既具有多样化的特点,也具有集中化的趋势。 Quest Atlantis (QA) is one of the most popular educational online games around the world. In 2004, Tuzun investigated the motive of 20 children aging from 9 to 15 who played QA in the Boys and Girls Club off campus and generalized 12 categolies of motivation. What motivations will undergraduates have if they take part in educational online games? The author applied QA in the core course teaching of educational technology. Instructional System Design and investigated motivations of 34 undergraduates" participation in QA. By use of self-report and questionnaires, the author reaches the conclusion that 1) the motivations of undergraduates differs from that of students in elementary and middle schools, but generally speaking, degree of difference is not evident; 2) in the context of classroom teaching, the external motivation of teacher's requirement comes into being, which plays a positive role; 3) the motivation of their participation in QA among undergraduates is both diversified and towards centralization.
作者 马红亮
出处 《现代远程教育研究》 CSSCI 2011年第2期71-76,共6页 Modern Distance Education Research
基金 教育部人文社会科学研究2009年一般项目"普通高校网络有效教学模式研究"(09YJA880084)的阶段性成果
关键词 教育网络游戏 QUEST Atlantis 学生参与 动机研究 Educational Online Games Quest Atlantis Undergraduates' Participation Motivation Investigation
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参考文献6

  • 1Squire,K.,Jenkins, H.,Holla nd,W.,Miller, H.,O'Driscoll,A., Tan,K.P.&Todd,K.(2003).Design Principles of Next-Generation Digital Gaming for Education[J].Educational Technology,43 (5): 17-23.
  • 2Malone,T.W. & Lepper, M.R.(1987).Making learning fun: A taxonomy of intrinsic motivations for learning[A].R.E. Snow & M.J.Farr (Eds.) (1987).Aptitude, Learning and Instruction Ⅲ:Conative and Affective Process Analyses[M]. Hillsdale, N.J.:Erlbaum:223-253.
  • 3马红亮.教育网络游戏设计的方法和原理:以Quest Atlantis为例[J].远程教育杂志,2010,28(1):94-99. 被引量:22
  • 4马红亮,马颖峰,郑志高,贺宝勋.美国Games-to-Teach项目概述及启示[J].开放教育研究,2008,14(5):102-107. 被引量:14
  • 5Tuzun,H.(2004).Motivating learners in educational computer games[D].Indiana University.
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二级参考文献18

  • 1Holland, W. , Jenkins, H. ,& Squire, K. (2003).Theory by design [ A ]. In Perron, B. & Wolf, M. (Eds). Video game theory reader [C]. London: Roufledge, 25-46. Available from: http://www. edueationareade.org/gtt/research. html.
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  • 7Squire, K., Jenkins, H., Holland, W., Miller, H., O'Driscoll, A. , Tan, K. P. , & Todd, K. (2003). Design principles of next-generation digital gaming for education [ J ]. Educational Technology, 43(5) :17-23
  • 8Jenkins,H.. Game Theory: How should we teach kids Newtonian physics? Simple. Play computer games [J]. Technology Review, March 29,2002.
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  • 10Barab, S., Thomas, M., Dodge, T., Carteaux, R., & Tuzun, H.. Making learning fun: Quest Atlantis, a game without guns[J}.Educational Technology Research and Development, 2005, 53(1):86-107.

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