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Creating digital games as interactive learning environments: Factors that affect Palestinian teachers' success in modifying video games for instruction.

机译:创建数字游戏作为交互式学习环境:影响巴勒斯坦教师成功修改视频游戏以进行教学的因素。

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摘要

The purpose of this study was to investigate the factors that might predict Palestinian teachers' success in modding games for instruction. An instructional game design model named Game Modding for Non-Professionals (GMNP) was created specifically for the training of Palestinian teachers during this study. This study addressed the question: To what extent do the variables gender, age, teaching experience, experience in playing video games, and adherence to the GMNP model predict teachers' success in modding video games for instruction when using the GMNP model?;Gaining an understanding of teachers' performance in modding video games for instructional use may identify potential interventions that can be utilized to increase the use of this technology in the classroom. This investigation is useful in pointing out the need for teacher training to administrators and policy makers.;The data for this study was collected from teachers at two Palestine Technical Colleges. All the teachers at the two Colleges were invited to participate, and 79 teachers agreed. Three teachers withdrew from the study before finishing it; hence, only 76 completed the study, and their data was used in the regression analysis.;A workshop was conducted to train the teachers in using the GMNP model as a guide to game modding to modify video games for instructional use. During the workshop, the participants were asked to complete a worksheet. The participants were directed to use this worksheet to modify Neverwinter Nights 2 to teach a given instructional objective. At the end of the workshop, the completed GMNP model worksheet and the game mod created were collected from each participant as research data. The GMNP Model Rubric and the Educational Games Rubric were used to assess respectively the worksheets (for adherence to the GMNP model) and the game mods (for success in modifying a video game for instruction).;Multiple linear regression was conducted to answer the research question. Tests to verify that the data met the various conditions required for multiple regression analysis were conducted and no violations of these conditions were detected. Findings indicated that gender was not a significant predictor of teachers' success in modding video games for instruction when the variance attributed to the other predictor variables was controlled, and the variables age, experience in playing video games, and adherence to the GMNP model were significant predictors of teachers' success in modding video games for instruction. The study suggested some implications and recommendations for policy makers and for future researchers who are interested in conducting similar studies about video game integration.
机译:这项研究的目的是调查可能预测巴勒斯坦教师在改装游戏教学中取得成功的因素。在本研究中,专门为巴勒斯坦教师的培训创建了一个名为“非专业人士的游戏模式”(GMNP)的教学游戏设计模型。这项研究解决了一个问题:在使用GMNP模型时,性别,年龄,教学经验,玩电子游戏的经验以及对GMNP模型的遵守程度等变量在多大程度上预测了教师在改装视频游戏中的成功使用率?了解教师在用于教学的改装视频游戏中的表现可能会发现潜在的干预措施,这些干预措施可用于在教室中增加该技术的使用。这项调查有助于指出需要对管理人员和决策者进行教师培训的内容。该研究的数据是从两家巴勒斯坦技术学院的教师那里收集的。两所学院的所有老师都应邀参加,共有79位老师同意。三名老师在完成研究之前退出了研究;因此,只有76人完成了这项研究,并将他们的数据用于回归分析。;举办了一个讲习班,培训教师使用GMNP模型作为游戏模型修改指导性游戏的指南。在研讨会期间,要求参与者填写工作表。指示参与者使用此工作表修改“无冬之夜2”,以教授给定的教学目标。在研讨会结束时,从每个参与者那里收集了完整的GMNP模型工作表和创建的游戏模型作为研究数据。 GMNP模型专论和教育游戏专论分别用于评估工作表(遵守GMNP模型)和游戏模型(成功修改视频游戏以进行教学)。进行了多次线性回归以回答研究问题题。进行了验证数据是否满足多元回归分析所需的各种条件的测试,未发现违反这些条件的情况。研究结果表明,当控制其他预测变量的方差,并且变量的年龄,玩电子游戏的经历以及对GMNP模型的依从性很重要时,性别并不是教师成功进行视频游戏教学的重要预测指标。教师在改装视频游戏中的成功预测指标。这项研究为政策制定者以及对进行有关视频游戏集成的类似研究感兴趣的未来研究人员提出了一些启示和建议。

著录项

  • 作者

    Younis, Bilal Khaleel.;

  • 作者单位

    Southern Illinois University at Carbondale.;

  • 授予单位 Southern Illinois University at Carbondale.;
  • 学科 Education Technology of.;Education Instructional Design.
  • 学位 Ph.D.
  • 年度 2012
  • 页码 131 p.
  • 总页数 131
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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