游戏设计作为一个STEM教学
Chloe A Fouilloux1, Jonathan S Compton1, Naing Naing1
1Department of Pathobiological Sciences, University of Wisconsin, Madison, Wisconsin, USA.
Journal of microbiology & biology education
|December 11, 2025
概括
在STEM教育中的游戏化增强了学生的参与和学习. 学生主导的游戏设计,结合基于游戏的学习和基于设计的学习,为有效的STEM教学提供了灵活的方法.
科学领域:
- 在STEM教育方面.
- 高等教育教学的教学.
- 教育技术的教育技术
背景情况:
- 游戏化在STEM中越来越多地用于提高学生的参与度,动机和学习.
- 存在各种游戏格式,但它们在不同环境中的有效性未得到充分研究.
- 了解为什么某些游戏格式成功或失败对于有效实施至关重要.
研究的目的:
- 检查在高等教育STEM课堂中使用游戏的情况.
- 突出游戏类型,实施目标和学习成果之间的对比.
- 探索将基于游戏的学习 (GBL) 与基于设计的学习 (DBL) 结合在一起的好处,特别是通过学生主导的游戏设计.
主要方法:
- 分析现有文学和实践的视角作品.
- 检查基于游戏的学习 (GBL) 和基于设计的学习 (DBL) 的整合.
- 专注于以学生为主导的游戏设计作为教育策略.
主要成果:
- 学生主导的游戏设计有效地使游戏与STEM课程内容保持一致.
- 这种方法促进系统思维,增强学生之间的协作.
- 学生主导的游戏设计可以适应在线学习,改善社区和沟通.
结论:
- 当游戏结构与特定的学习成果保持一致时,STEM中的游戏化最有效.
- 学生主导的游戏设计是一个未被充分利用但灵活的战略,用于吸引大学的STEM学生.
- 这种方法为激励学生和改善跨科学学科的学习提供了巨大的潜力.
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