托福背景知識托福
TIME 2023.12.27

【Atlas托福背景知識】遊戲化學習

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在托福考試中,考生會遇到各式各樣的學術型題目,教育(Education)就是常見的主題之一。這次Altas101要跟大家分享一個非常有趣的主題:「遊戲化學習(Gamification of learning)」。更為大家挑選出重要的托福單字。 閱讀本篇文章,你將會了解遊戲化學習在教育領域的應用。之後在托福考場遇到相關主題的文章,也可以事半功倍,成功拿下分數。
內容目錄

在托福考試中,考生會遇到各式各樣的學術型題目,教育(Education)就是常見的主題之一。這次Altas要跟大家分享一個非常有趣的主題:「遊戲化學習(Gamification of learning)」。更為大家挑選出重要的托福單字。

閱讀本篇文章,你將會了解遊戲化學習在教育領域的應用。之後在托福考場遇到相關主題的文章,也可以事半功倍,成功拿下分數。

主題摘要與托福單字

✔️Advantages of gamified learning (遊戲化學習的優勢):

 Improved student performance, enhanced motivation, and increased emotional and social engagement.(提高學生的學習成績、增強學習動機、激發情感投入和社交影響力。)

✔️Challenges of gamified learning(遊戲化學習的挑戰):

Risk of oversimplification, overlooking complexity, and limitations for certain students or educational objectives.(可能過度簡化遊戲、忽略複雜性和深度,以及對某些學生或特定教育目標的適應性限制。)

✔️Concerns raised by gamified learning(遊戲化學習引起關注的問題):

Potential for competition-induced aggression and privacy/security issues in online learning systems.(競爭可能導致侵略行為,以及線上學習系統涉及的隱私和安全問題。)

  • educator (n) – 教育工作者
  • stimulate (v) – 刺激
  • engagement (n) – 參與度
  • integrate (v) – 整合
  • gamify (v) – 遊戲化的
  • additional (adj) – 此外
  • metacognition (n) – 元認知的
  • achieve (v) – 實現
  • over-reliance (n) – 過度依賴
  • badge (n) – 徽章
  • leaderboard (n) – 排行榜
  • oversimplify (v) – 過於簡化
  • adaptability (n) – 適應性
  • participate (v) – 參與
  • inform (v) – 知情的

延伸閱讀:Gamification of learning

In modern education, educators have been constantly seeking methods to stimulate students’ interest in learning and increase their engagement. Gamification of learning, as an emerging educational approach, is gradually attracting more attention. Gamification of learning involves integrating game design and elements into the learning environment, aiming to enhance enjoyment and involvement by increasing learners’ interest and engagement. While this approach brings a range of benefits, it also faces some challenges.

Gamification of learning brings many advantages. Research shows that through gamified learning experiences, students achieve better results in practical tasks and overall scores. Additionally, students are often more motivated to learn and participate actively in learning activities because they can earn rewards and engage in competition, which may enhance their emotional involvement and social influence.

In gamified learning environments, students have more autonomy to choose how and at what pace they learn. Such environments encourage students to actively engage in the learning process and stimulate them to engage in metacognitive activities, such as reflecting on and evaluating their learning process. Through this autonomous learning, students can develop stronger learning abilities and apply learned skills to other contexts, achieving skill transfer.

However, gamification of learning also faces some challenges. Some teachers are concerned that over-reliance on elements such as points, badges, and leaderboards may oversimplify the game and overlook the complexity and depth inherent in games, which may limit adaptability for certain students or specific educational goals.

In addition to the above issues, there are other concerns worth noting. For example, games may lead to competition among students, and if this competition leads to aggressive behavior, it needs to be addressed. Furthermore, when using online learning systems, privacy and security issues related to user data are also areas of concern. Therefore, before participating in gamified learning, participants should be informed of these potential risks to enable them to participate in the activities with full awareness.

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延伸閱讀中文翻譯

在現代教育中,教育工作者一直在尋找方法來激發學生的學習興趣並提高他們的參與度。遊戲化學習作為一種新興的教育方法,正逐漸引起越來越多人的關注。遊戲化學習是將遊戲設計和元素引入學習環境中,旨在通過提高學習者的興趣和參與度來最大程度地增強樂趣和投入感。儘管這種方法帶來了一系列優勢,但同時也面臨著一些挑戰。

遊戲化學習帶來了許多優勢。研究表明,通過遊戲化的學習體驗,學生在實際任務和整體得分方面獲得了更好的成績。此外,學生通常也會因為可以獲得獎勵和參與競爭而感到更有學習動機,更積極地參與學習活動,並且可能會增強他們的情感投入和社交影響力。

在遊戲化的學習環境中,學生有更多的自主權,可以自行選擇學習的方式和速度。這樣的環境鼓勵學生主動參與學習過程,並且激發他們進行元認知活動,也就是反思和評估自己的學習過程。通過這樣的自主學習,學生可以培養出更強的學習能力,並且能夠將所學的技能應用到其他情境中,實現技能的轉移。

然而,遊戲化學習也面臨一些挑戰。有些教師擔心,過度依賴積分、徽章和排行榜等元素可能會導致遊戲過於簡化,忽略了遊戲本身應有的複雜性和深度,這可能限制了對某些學生或特定教育目標的適應性。

除了上述問題外,還有其他可能引起關注的問題。例如,遊戲可能會引發學生之間的競爭,如果這種競爭導致侵略行為,就需要特別注意了。此外,使用線上學習系統時,涉及到用戶數據的隱私和安全問題,也是一個需要關注的風險。因此,在參與遊戲化學習之前,參與者應該被告知這些潛在風險,讓他們在知情的情況下參加活動。

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