Literaturnachweis - Detailanzeige
Autor/inn/en | Jong, Morris Siu-Yung; Chan, To; Hue, Ming-Tak; Tam, Vincent W. L. |
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Titel | Gamifying and Mobilising Social Enquiry-Based Learning in Authentic Outdoor Environments |
Quelle | In: Educational Technology & Society, 21 (2018) 4, S.277-292 (16 Seiten)Infoseite zur Zeitschrift
PDF als Volltext |
Sprache | englisch |
Dokumenttyp | gedruckt; online; Zeitschriftenaufsatz |
ISSN | 1436-4522 |
Schlagwörter | Outdoor Education; Educational Games; Educational Technology; Technology Uses in Education; Handheld Devices; Telecommunications; Student Centered Learning; Computer Oriented Programs; Inquiry; Humanities; Program Effectiveness; Knowledge Level; Grade 10; High School Students; Conventional Instruction; Foreign Countries; Academic Achievement; Hong Kong Freiluftunterricht; Educational game; Lernspiel; Unterrichtsmedien; Technology enhanced learning; Technology aided learning; Technologieunterstütztes Lernen; Telekommunikationstechnik; Group work; Student-entered learning; Student-centred learning; Student centred learning; Schülerorientierter Unterricht; Schülerzentrierter Unterricht; Gruppenarbeit; Computerprogramm; Geisteswissenschaften; Humanwissenschaften; Wissensbasis; High school; High schools; Student; Students; Oberschule; Schüler; Schülerin; Studentin; Ausland; Schulleistung; Hongkong |
Abstract | There has been increasing discussion among educators and researchers about harnessing the idea of gamification to enhance the current learning and teaching practices in school education. Leveraging the context-aware mobile technology and student-centred learning theories, we have developed a mobile application, Gamified Authentic Mobile Enquiry in Society (GAMES), to support students in conducting authentic outdoor enquiry-based learning in social humanities education. This paper reports the quasi-experimental study in which we evaluated the learning effectiveness of GAMES in terms of supporting students' knowledge construction, in comparison with the conventional outdoor enquiry-based learning approach. It involved a total of 559 Grade 10 students from top, middle, and bottom academic-banding schools. Results indicated that, compared to the conventional approach, GAMES had different degrees of positive effects on the high, moderate, and low academic-achieving participants. This study not only provides grounds for a wider adoption of GAMES in social humanities education, but also makes a contribution to empirical evidence in the field by designing, implementing and evaluating gamified mobile learning in authentic outdoor contexts. (As Provided). |
Anmerkungen | International Forum of Educational Technology & Society. Available from: National Sun Yat-sen University. Department of Information Management, 70, Lien-Hai Rd, Kaohsiung, 80424, Taiwan. Web site: http://www.ifets.info |
Erfasst von | ERIC (Education Resources Information Center), Washington, DC |
Update | 2020/1/01 |