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数字游戏学习对学生的数字礼仪素养,学习动机和参与度的影响
Yunxiang Zheng1, Junyi Zhang1, Yumeng Li1
1School of Educational Information Technology, South China Normal University, Guangzhou, China.
Heliyon
|January 8, 2024
概括
基于数字游戏的学习 (DGBL) 有效地提高了小学生的数字礼仪素养和参与度. 这种方法为年轻学习者教导负责任的互联网使用提供了一个有希望的方法.
科学领域:
- 教育技术的教育技术.
- 数字公民身份数字公民身份
- 儿童心理学 儿童心理学
背景情况:
- 儿童越来越多地使用互联网,这就需要在网上做出负责任的行为.
- 数字礼仪对于安全和适当的互联网采用至关重要.
- 在中国的小学,数字公民教育发展不足.
研究的目的:
- 设计和实施数字游戏学习 (DGBL) 课程.
- 在小学学生中培养数字礼仪素养.
- 评估DGBL对数字礼仪,动机和参与度的影响.
主要方法:
- 在广州的一所小学进行了一项准实验性研究.
- 实施了一个基于数字游戏的课程来教授数字礼仪.
- 学生的表现在DGBL和传统学习方法之间进行了比较.
主要成果:
- 与传统方法相比,DGBL显著提高了学生的数字礼仪素养.
- DGBL方法对学生的学习动机产生了积极的影响.
- 通过基于数字游戏的课程,提高了学生对学习的参与度.
结论:
- DGBL是一种有效的教学策略,可以提高儿童的数字礼仪素养.
- 这项研究强调了DGBL在促进数字公民教育方面的潜力.
- 调查结果为实施数字礼仪课程的学校提供了宝贵的参考.
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