教育逃生室在软件工程教学中是否比传统讲座更有效?一项随机对照试验
Are Educational Escape Rooms More Effective Than Traditional Lectures for Teaching Software Engineering? A Randomized Controlled Trial
AI总结:
通过随机对照试验(326名学生)比较教育逃生室与传统讲座在软件工程教学中的效果,发现逃生室能显著提升知识获取且学生感知积极。
摘要:
贡献:本文通过一项随机对照试验,分析了虚拟教育逃生室在软件工程教学中的学习效果,并将该活动与传统教学进行了比较。背景:教育逃生室已被广泛应用于各级教育的众多学科,且正日益受到教师的欢迎。然而,总体上明显需要更多关于这些新颖活动学习效果的可靠实证证据,尤其是在软件工程教育中的应用。研究问题:基于游戏的学习(使用教育逃生室)在软件工程教学中是否比传统讲座更有效?软件工程学生对于使用教育逃生室进行基于游戏的学习有何看法?方法:本文所述研究是一项随机对照试验,采用前测和后测设计,共有326名软件工程学生完成了该试验。实验组的164名学生通过玩教育逃生室学习软件建模,而对照组的162名学生则通过传统讲座学习相同主题。发现:随机对照试验的结果表明,通过教育逃生室学习软件建模的学生对此活动有非常积极的看法,知识显著增加,并且在知识获取方面优于通过传统讲座学习的学生。
英文摘要:
Contribution: This article analyzes the learning effectiveness of a virtual educational escape room for teaching software engineering and compares this activity with traditional teaching through a randomized controlled trial. Background: Educational escape rooms have been used across a wide variety of disciplines at all levels of education and they are becoming increasingly popular among teachers. Nevertheless, there is a clear general need for more robust empirical evidence on the learning effectiveness of these novel activities and, particularly, on their application in software engineering education. Research Questions: Is game-based learning using educational escape rooms more effective than traditional lectures for teaching software engineering? What are the perceptions of software engineering students toward game-based learning using educational escape rooms? Methodology: The study presented in this article is a randomized controlled trial with a pre-and post-test design that was completed by a total of 326 software engineering students. The 164 students belonging to the experimental group learned software modeling by playing an educational escape room whereas the 162 students belonging to the control group learned the same subject matter through a traditional lecture. Findings: The results of the randomized controlled trial show that the students who learned software modeling through the educational escape room had very positive perceptions toward this activity, significantly increased their knowledge, and outperformed those students who learned through a traditional lecture in terms of knowledge acquisition.
机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。