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首页> 外文期刊>Frontiers in Psychology >The Adventures of Amaru: Integrating Learning Tasks Into a Digital Game for Teaching Children in Early Phases of Literacy
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The Adventures of Amaru: Integrating Learning Tasks Into a Digital Game for Teaching Children in Early Phases of Literacy

机译:《阿马鲁历险记》:将学习任务整合到数字游戏中,以早期教育儿童

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In low-income countries, the history of academic failure is a liability for children acquiring literacy skills. It is thus important to develop strategies that motivate and focus these students on specific strategies to learn to read. Digital games can be useful in motivating students and assisting teachers in the teaching-learning process, but there are few interactive tools that effectively integrate tasks of direct instruction and good gameplay. This technical report describes an interactive digital game to engage students in the initial phase of reading skills acquisition, whose design incorporates evidence-based procedures. The game, called “The Adventures of Amaru,” aims to promote word coding-decoding skills and vocabulary growth through teaching trials. We discuss the adaptation of reading teaching curricula, their limitations and future implications of the use of this game by children from a low-income background.
机译:在低收入国家,学业失败的历史是儿童学习识字技能的责任。因此,重要的是要制定能够激发和集中这些学生学习特定阅读策略的策略。数字游戏可以在激励学生和协助教师进行教学过程中发挥作用,但是很少有互动工具可以有效地整合直接指导和良好游戏玩法的任务。本技术报告介绍了一种交互式数字游戏,旨在使学生参与阅读技能的学习,该游戏的设计采用了循证程序。这款名为“ Amaru历险记”的游戏旨在通过教学试验来促进单词编码,解码技能和词汇量的增长。我们讨论了阅读教学课程的改编,其局限性以及低收入背景的儿童使用此游戏的未来意义。

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