Exploring interactive patterns among students in competitive games by a mixed approach

Calvin C.Y. Liao, Zhi Hong Chen, Euphony F.Y. Yang, Fei Ching Chen, Tak Wai Chan

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

1 Scopus citations

Abstract

Recently, many researchers are interested in the game-based learning environment. However, few empirical studies investigated the issues of surrounding influence between real classroom context and virtual environment context. Hence, this study examines the interactions among students in the situation of competitive games. We implemented a game-based learning environment, entitled My-Pet-My-Quest, and a study was conducted in an elementary after-school club for 29 students over a four-month period. This study employed a mixed approach for data collection and analysis that contains collecting system records data, observation comments, and questionnaires, as well as adopting social network analysis and regression analyses. The results showed that 1) the students' self-reported friendship states predict the extent to which they interact with their friend in on-line environment; 2) the interactive patterns of schoolboy and schoolgirl differ regarding their genders in game-based learning environment; and 3) an elementary school student in the competitive game not only competed with others, but also enhanced the social interaction and emotional communication. Some suggestions about the results were also discussed. Firstly, researchers could use mixed methods to explore the patterns of interaction on game-based learning environments; secondly, researchers could adopt social network analysis for the design of game-based learning environments; finally, researchers could comprehend the interactive patterns of real classrooms and virtual competitive games.

Original languageEnglish
Title of host publicationProceedings of the 18th International Conference on Computers in Education
Subtitle of host publicationEnhancing and Sustaining New Knowledge Through the Use of Digital Technology in Education, ICCE 2010
Pages153-160
Number of pages8
StatePublished - 2010
Event18th International Conference on Computers in Education: Enhancing and Sustaining New Knowledge Through the Use of Digital Technology in Education, ICCE 2010 - Putrajaya, Malaysia
Duration: 29 Nov 20103 Dec 2010

Publication series

NameProceedings of the 18th International Conference on Computers in Education: Enhancing and Sustaining New Knowledge Through the Use of Digital Technology in Education, ICCE 2010

Conference

Conference18th International Conference on Computers in Education: Enhancing and Sustaining New Knowledge Through the Use of Digital Technology in Education, ICCE 2010
Country/TerritoryMalaysia
CityPutrajaya
Period29/11/103/12/10

Keywords

  • Competitive game
  • Game-based learning environment
  • Social network analysis

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