Previous research indicates the importance of student discourse in the construction of knowledge and the fostering of critical
thinking skills, especially in the field of problem-based learning (PBL). Further, a growing body of research on game-based
learning (GBL) draws parallels between playing certain types of games and the solving of ill-structured problems, citing
similar conditions for learning (student centered, small student groups, teachers as facilitators, problems as vehicles for
development), and similar learning outcomes (communication, problem-solving, critical thinking, collaboration) as PBL.
However, there is a gap in understanding how GBL affects critical thinking as embodied by student discourse when implemented
in traditional classroom environments. In this study, I examined student discourse throughout a GBL intervention
designed to promote content knowledge and critical thinking in an 8th grade social studies classroom. A total of three 8th
grade social studies classes engaged in the intervention. Post-tests and delayed post-tests were conducted for the entire 8th
grade (ten social studies classes across two instructors). Five groups of students that engaged in the GBL intervention were
videotaped and analyzed. Data analysis showed that features of the GBL intervention and particular cycles of gameplay were
effective in promoting higher levels of critical thinking, including the development of independent beliefs prior to engaging
in collaborative discourse and providing opportunities for guided reflection. This study has implications for the developers
of GBL frameworks, researchers interested in exploring GBL, and teachers seeking to integrate GBL into their classrooms.
Previous research indicates the importance of student discourse in the construction of knowledge and the fostering of criticalthinking skills, especially in the field of problem-based learning (PBL). Further, a growing body of research on game-basedlearning (GBL) draws parallels between playing certain types of games and the solving of ill-structured problems, citingsimilar conditions for learning (student centered, small student groups, teachers as facilitators, problems as vehicles fordevelopment), and similar learning outcomes (communication, problem-solving, critical thinking, collaboration) as PBL.However, there is a gap in understanding how GBL affects critical thinking as embodied by student discourse when implementedin traditional classroom environments. In this study, I examined student discourse throughout a GBL interventiondesigned to promote content knowledge and critical thinking in an 8th grade social studies classroom. A total of three 8thgrade social studies classes engaged in the intervention. Post-tests and delayed post-tests were conducted for the entire 8thgrade (ten social studies classes across two instructors). Five groups of students that engaged in the GBL intervention werevideotaped and analyzed. Data analysis showed that features of the GBL intervention and particular cycles of gameplay wereeffective in promoting higher levels of critical thinking, including the development of independent beliefs prior to engagingในวาทกรรมร่วมกันและให้โอกาสสำหรับตัวสะท้อน การศึกษานี้ได้ผลสำหรับนักพัฒนาของกรอบ GBL หย่อน GBL และแสวงหาการรวม GBL เป็นห้องเรียนของครูนักวิจัย
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