[论文解读] Games as a Platform for Student Participation in Authentic Scientific Research
本文介绍了 Quantum Moves 游戏,这是一款教育类游戏,通过让学生解决真实的量子计算科学挑战,使高中生参与真实的量子物理研究。研究发现,学生在参与真实研究时表现出高度的动机,尤其是当被赋予专家角色时,这显著增强了他们对物理教育的感知学习和参与度。
This paper presents results from the design and testing of an educational version of Quantum Moves, a Scientific Discovery Game that allows players to help solve authentic scientific challenges in the effort to develop a quantum computer. The primary aim of developing a game-based platform for student-research collaboration is to investigate if and how this type of game concept can strengthen authentic experimental practice and the creation of new knowledge in science education. Researchers and game developers tested the game in three separate high school classes. The tests were documented using video observations of students playing the game, qualitative interviews, and qualitative and quantitative questionnaires. The focus of the tests has been to study players motivation and their experience of learning through participation in authentic scientific inquiry. In questionnaires conducted in the two first test classes students found that the aspects of doing real scientific research and solving physics problems were the more interesting aspects of playing the game. However, designing a game that facilitates professional research collaboration while simultaneously introducing quantum physics to high school students proved to be a challenge. A collaborative learning design was implemented in Class 3, where students were given expert roles such as experimental and theoretical physicists. This significantly improved the students feeling of learning physics compared to Class 1 and 2. Overall the results presented in this paper indicate that the possibility of participating in authentic scientific experiments, which this class of games opens, is highly motivating for students. The findings also show that the learning design in the class setting must be considered in order to improve the students' experience of learning and that various design challenges remain to be addressed further.
研究动机与目标
- 调查基于游戏的平台是否能够增强高中科学教育中的真实科学探究。
- 研究学生通过游戏参与真实科学研究对学习动机和学习成果的影响。
- 评估协作式学习设计(包括专家角色分配)对学生参与度和感知知识获取的影响。
- 识别将专业研究任务整合到面向高中生的教育类游戏中的设计挑战。
提出的方法
- 研究人员开发了 Quantum Moves 的教育版本,该游戏最初是为量子计算研究而设计的科学发现类游戏。
- 三个高中班级参与了游戏测试,采用不同的教学设计:两个班级在无结构角色的情况下进行游戏,而第三个班级则采用包含专家角色的协作式学习设计。
- 通过视频观察、质性访谈以及混合方法问卷收集数据,以评估学习动机、学习成效及对科学探究的认知。
- 游戏界面允许学生以贡献真实研究数据的方式操控量子系统,模拟量子物理中的实验条件。
- 通过定量与质性分析学生反馈,评估三个班级在学习体验和动机水平方面的差异。
- 通过比较不同教学设计下学生的感知与体验,评估角色分配对学习成果的影响。
实验结果
研究问题
- RQ1通过游戏参与真实科学探究在多大程度上影响高中生学习物理的动机?
- RQ2分配专家角色(例如实验物理学家或理论物理学家)在多大程度上能提升学生在基于游戏的科学环境中对学习的感知?
- RQ3在设计一款既能支持专业科学研究又能有效支持高中科学教育的游戏时,主要挑战是什么?
- RQ4学生如何体验在基于游戏的学习平台中整合真实研究任务?
主要发现
- 在分配专家角色的班级中,学生报告的物理学习感知明显强于另外两个对照班级。
- 游戏最具激励性的方面是能够开展真实科学研究和解决真实的物理问题。
- 第三班采用的协作式学习设计带来了更高的感知学习成效,表明角色分配能增强参与度和知识感知。
- 尽管动机水平很高,但设计一款既能平衡专业研究贡献又能为高中生提供可及性科学教育的游戏,仍是重大挑战。
- 前两个班级的学生认为真实研究和物理问题解决具有吸引力,但缺乏第三班中那种结构化的角色参与,后者显著提升了学习效果。
- 研究证实,通过游戏参与真实科学活动极具激励性,但有效的学习设计对于最大化教育成果至关重要。
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