The paper proposes an innovative approach aimed at fostering AI literacy through interactive gaming experiences.This paper designs a game-based prototype for preparing pre-service teachers to innovate teaching practic...The paper proposes an innovative approach aimed at fostering AI literacy through interactive gaming experiences.This paper designs a game-based prototype for preparing pre-service teachers to innovate teaching practices across disciplines.The simulation,Color Conquest,serves as a strategic game to encourage educators to reconsider their pedagogical practices.It allows teachers to use and develop various scenarios by customizing maps,giving students agency to engage in the complex decision-making process.Additionally,this engagement process provides teachers with an opportunity to develop students’skills in artificial intelligence literacy as students actively develop strategic thinking,problem-solving,and critical reasoning skills.展开更多
Museums offer a lifelong edutainment environment with flexible choices for the public and provide fruitful interdisciplinary learning resources to support competency-based education.However,the lack of proper scaffold...Museums offer a lifelong edutainment environment with flexible choices for the public and provide fruitful interdisciplinary learning resources to support competency-based education.However,the lack of proper scaffolding and supports in museums negatively affect learner learning.Further,the individual differences need to be considered to effectively support the diverse learners learning in museums.In this study,an innovative learning model to support competency education for lifelong learning in museums is proposed.A game-based learning service named CoboFun that offers various types of problem-solving activities was developed to facilitate learners’interaction with exhibits and their peers in the museum.To examine the service design of CoboFun,learners’perceptions were evaluated and the differences in their cognitive styles were examined(Field Independent(FI)and Field Dependent(FD)).The results showed that both FI and FD learners enjoyed learning with CoboFun but that flexible learning tools needed to be provided to satisfy the different needs for the learners with different cognitive styles.展开更多
Games that are used in research on game-based learning and serious games that are used for education are usually exclusive,making it difficult for teachers to attempt new methods in education.According to the data pub...Games that are used in research on game-based learning and serious games that are used for education are usually exclusive,making it difficult for teachers to attempt new methods in education.According to the data published in 2009 by the European Schoolnet(EUN),a network of European Ministries of Education,most of the problems that teachers face when using games in class are related to game selection.Based on the aforementioned data,this study presents a set of criteria for selecting games in order to solve the inconvenience experienced by teachers.The games,which are used as teaching materials for game-based learning,have been replaced with commercial games that are easily purchased,rather than serious games that are difficult to obtain the licensing.Based on the criteria,two games were selected in this study and the classes were conducted at the educational site.Compared to the group trained with textbooks,it has been confirmed that the effect of game-based learning was sufficient.In addition,five out of ten problems that teachers face were resolved.展开更多
The gamification of learning has proven educational benefits, especially in secondary education. Studies confirm the successful engagement of students with improved time on task, motivation and learning outcomes. At t...The gamification of learning has proven educational benefits, especially in secondary education. Studies confirm the successful engagement of students with improved time on task, motivation and learning outcomes. At the same time, there remains little research on games and learning at the postsecondary level of education where traditional pedagogies remain the norm. Studies that have been conducted remain almost exclusively restricted to science programs, including medicine and engineering. Moreover, postsecondary subject-matter experts who have created their own gamified experiences often are forced to do so on an ad hoc basis either on their own, teaching themselves game engines, or with irregular support from experts in the field. But to ensure a well-designed, developed, and high-quality educational experience that leads to desired outcomes for a field, a sustainable infrastructure needs to be developed in institutions that have (or can partner with) others that have an established game design program. Moreover, such a design-based learning approach can be embedded within an existing studio model to help educate participants while producing an educational product. As such, this qualitative case study provides an example of the process of operationalizing a game design studio from pre-production through post-production, drawing from the design and development of the educational video game The Museum of the Lost VR (2022). The results, resources, and classification system presented are scalable and provide models for different sized institutions. Methods to develop a sustainable infrastructure are presented to ensure interdisciplinary partnerships across departments and institutions with game design programs to collaborate and create educational experiences that optimize user experience and learning outcomes.展开更多
This work presents the authors' experience in the field of mobile technologies, from which several initiatives have emerged. As result of this, a games-based framework for learning has been developed in these last ye...This work presents the authors' experience in the field of mobile technologies, from which several initiatives have emerged. As result of this, a games-based framework for learning has been developed in these last years. This framework is composed by a competition called Mobigame, which has as main aim to stimulate the participation of the students. By participating in this competition participants learn to develop for mobile devices. A game to practice Japanese is also presented in this article, which was presented in the above mentioned competition. This game has been developed for mobile phones or PDAs (Personal Digital Assistants) based on the JME (Java Mobile Edition) technology. Finally, another initiative is also presented: A free download platform of digital contents for mobile devices based on info-educational games.展开更多
This study used quantitative methods to assess students'Chinese language learning attitudes and learning habits on Kahoot,a game-based learning platform.Kahoot enables teachers to transform bland Chinese vocabular...This study used quantitative methods to assess students'Chinese language learning attitudes and learning habits on Kahoot,a game-based learning platform.Kahoot enables teachers to transform bland Chinese vocabulary memorization into exciting,game-like situations.It makes Chinese language learning fun and interactive.The study aims to compare Kahoot team play mode with individual play mode.Sixty-four fifth graders participated.In the experimental group,students grouped by themselves or the teacher to compete with one another.They enjoyed working together to share what they knew and learned from each other.Students were tested prior to the course(pretest)and following the course(post-test).Observation notes,lesson plans,and surveys were also included.Analysis of the multiple types of data strengthens the conclusion that Kahoot can be an effective tool for teaching Chinese vocabulary,sentences,and culture.展开更多
Purpose:Mobile-assisted language learning(MALL)apps such as Duolingo have great potential for promoting learners'motivation to learn a second language(L2).However,little research has investigated how this motivati...Purpose:Mobile-assisted language learning(MALL)apps such as Duolingo have great potential for promoting learners'motivation to learn a second language(L2).However,little research has investigated how this motivational impact takes place.Additionally,despite the flexibility of mobile learning,most existing studies are conducted in classroom settings,with less attention paid to out-of-school technology usage.Design/Approach/Methods:To address these gaps,we present a model based on self-determination theory and propose the idea of“motivational transfer”to explain the psychological mechanism underpinning the impact of technology.To examine the model,we conducted a case study with 20 Year 8 Chinese junior school students who used Duolingo to learn English as a foreign language(EFL)after school for 6 weeks.Findings:Questionnaire and group interview data support our hypothesized mechanism:learners'activity-specific intrinsic motivation(IM)for using Duolingo and their underlying psychological need for autonomy and competence can be transferred to a more general level,thereby enhancing learners'global IMforL2.OriginalityValue:The proposed theoretical model expands our understanding of how digital technology stimulates learners'L2 motivation;it can help L2 educators design better technological affordances to promote learners'motivation both in and outside the classroom.展开更多
文摘The paper proposes an innovative approach aimed at fostering AI literacy through interactive gaming experiences.This paper designs a game-based prototype for preparing pre-service teachers to innovate teaching practices across disciplines.The simulation,Color Conquest,serves as a strategic game to encourage educators to reconsider their pedagogical practices.It allows teachers to use and develop various scenarios by customizing maps,giving students agency to engage in the complex decision-making process.Additionally,this engagement process provides teachers with an opportunity to develop students’skills in artificial intelligence literacy as students actively develop strategic thinking,problem-solving,and critical reasoning skills.
基金Funding/Acknowledgements:This study is supported in part by the Ministry of Science and Technology of the Republic of China under contract number MOST 108-2511-H-178-001 and MOST 109-2511-H-178-001.
文摘Museums offer a lifelong edutainment environment with flexible choices for the public and provide fruitful interdisciplinary learning resources to support competency-based education.However,the lack of proper scaffolding and supports in museums negatively affect learner learning.Further,the individual differences need to be considered to effectively support the diverse learners learning in museums.In this study,an innovative learning model to support competency education for lifelong learning in museums is proposed.A game-based learning service named CoboFun that offers various types of problem-solving activities was developed to facilitate learners’interaction with exhibits and their peers in the museum.To examine the service design of CoboFun,learners’perceptions were evaluated and the differences in their cognitive styles were examined(Field Independent(FI)and Field Dependent(FD)).The results showed that both FI and FD learners enjoyed learning with CoboFun but that flexible learning tools needed to be provided to satisfy the different needs for the learners with different cognitive styles.
基金the Ministry of Education of the Republic of Korea and the National Research Foundation of Korea(2019S1A5C2A04082405)。
文摘Games that are used in research on game-based learning and serious games that are used for education are usually exclusive,making it difficult for teachers to attempt new methods in education.According to the data published in 2009 by the European Schoolnet(EUN),a network of European Ministries of Education,most of the problems that teachers face when using games in class are related to game selection.Based on the aforementioned data,this study presents a set of criteria for selecting games in order to solve the inconvenience experienced by teachers.The games,which are used as teaching materials for game-based learning,have been replaced with commercial games that are easily purchased,rather than serious games that are difficult to obtain the licensing.Based on the criteria,two games were selected in this study and the classes were conducted at the educational site.Compared to the group trained with textbooks,it has been confirmed that the effect of game-based learning was sufficient.In addition,five out of ten problems that teachers face were resolved.
文摘The gamification of learning has proven educational benefits, especially in secondary education. Studies confirm the successful engagement of students with improved time on task, motivation and learning outcomes. At the same time, there remains little research on games and learning at the postsecondary level of education where traditional pedagogies remain the norm. Studies that have been conducted remain almost exclusively restricted to science programs, including medicine and engineering. Moreover, postsecondary subject-matter experts who have created their own gamified experiences often are forced to do so on an ad hoc basis either on their own, teaching themselves game engines, or with irregular support from experts in the field. But to ensure a well-designed, developed, and high-quality educational experience that leads to desired outcomes for a field, a sustainable infrastructure needs to be developed in institutions that have (or can partner with) others that have an established game design program. Moreover, such a design-based learning approach can be embedded within an existing studio model to help educate participants while producing an educational product. As such, this qualitative case study provides an example of the process of operationalizing a game design studio from pre-production through post-production, drawing from the design and development of the educational video game The Museum of the Lost VR (2022). The results, resources, and classification system presented are scalable and provide models for different sized institutions. Methods to develop a sustainable infrastructure are presented to ensure interdisciplinary partnerships across departments and institutions with game design programs to collaborate and create educational experiences that optimize user experience and learning outcomes.
文摘This work presents the authors' experience in the field of mobile technologies, from which several initiatives have emerged. As result of this, a games-based framework for learning has been developed in these last years. This framework is composed by a competition called Mobigame, which has as main aim to stimulate the participation of the students. By participating in this competition participants learn to develop for mobile devices. A game to practice Japanese is also presented in this article, which was presented in the above mentioned competition. This game has been developed for mobile phones or PDAs (Personal Digital Assistants) based on the JME (Java Mobile Edition) technology. Finally, another initiative is also presented: A free download platform of digital contents for mobile devices based on info-educational games.
文摘This study used quantitative methods to assess students'Chinese language learning attitudes and learning habits on Kahoot,a game-based learning platform.Kahoot enables teachers to transform bland Chinese vocabulary memorization into exciting,game-like situations.It makes Chinese language learning fun and interactive.The study aims to compare Kahoot team play mode with individual play mode.Sixty-four fifth graders participated.In the experimental group,students grouped by themselves or the teacher to compete with one another.They enjoyed working together to share what they knew and learned from each other.Students were tested prior to the course(pretest)and following the course(post-test).Observation notes,lesson plans,and surveys were also included.Analysis of the multiple types of data strengthens the conclusion that Kahoot can be an effective tool for teaching Chinese vocabulary,sentences,and culture.
基金the China Scholarship Council(Grant No.202006380078)。
文摘Purpose:Mobile-assisted language learning(MALL)apps such as Duolingo have great potential for promoting learners'motivation to learn a second language(L2).However,little research has investigated how this motivational impact takes place.Additionally,despite the flexibility of mobile learning,most existing studies are conducted in classroom settings,with less attention paid to out-of-school technology usage.Design/Approach/Methods:To address these gaps,we present a model based on self-determination theory and propose the idea of“motivational transfer”to explain the psychological mechanism underpinning the impact of technology.To examine the model,we conducted a case study with 20 Year 8 Chinese junior school students who used Duolingo to learn English as a foreign language(EFL)after school for 6 weeks.Findings:Questionnaire and group interview data support our hypothesized mechanism:learners'activity-specific intrinsic motivation(IM)for using Duolingo and their underlying psychological need for autonomy and competence can be transferred to a more general level,thereby enhancing learners'global IMforL2.OriginalityValue:The proposed theoretical model expands our understanding of how digital technology stimulates learners'L2 motivation;it can help L2 educators design better technological affordances to promote learners'motivation both in and outside the classroom.