TY - JOUR
T1 - An investigation of the approaches for integrating learning materials and digital games
T2 - a prior ability perspective
AU - Huang, Ben Gao
AU - Yang, Jie Chi
AU - Chen, Sherry Y.
N1 - Publisher Copyright:
© 2020, Springer-Verlag GmbH Germany, part of Springer Nature.
PY - 2021/3
Y1 - 2021/3
N2 - Learning materials are integrated into digital games in digital game-based learning (DGBL). There are two types of contexts to present such integration, i.e., tightly coupling context (TCC) and loosely coupling context (LCC). These two types of contexts have different strengths and weaknesses. On the other hand, prior abilities have great effects on DGBL. Accordingly, this study aims to examine the effects of the TCC and LCC on DGBL from a prior ability aspect. Regarding the TCC, low-ability students and high-ability students obtained similar gain scores. On the other hand, the post-test scores of high-ability students were significantly better than their pre-test scores in the TCC while such a significant difference was not found for low-ability students. Regarding the LCC, high-ability students acquired significantly higher gain scores than low-ability students. Furthermore, students’ post-test scores were significantly higher than their pre-test scores in the LCC, regardless of low-ability students or high-ability students. Implications for system design are also discussed.
AB - Learning materials are integrated into digital games in digital game-based learning (DGBL). There are two types of contexts to present such integration, i.e., tightly coupling context (TCC) and loosely coupling context (LCC). These two types of contexts have different strengths and weaknesses. On the other hand, prior abilities have great effects on DGBL. Accordingly, this study aims to examine the effects of the TCC and LCC on DGBL from a prior ability aspect. Regarding the TCC, low-ability students and high-ability students obtained similar gain scores. On the other hand, the post-test scores of high-ability students were significantly better than their pre-test scores in the TCC while such a significant difference was not found for low-ability students. Regarding the LCC, high-ability students acquired significantly higher gain scores than low-ability students. Furthermore, students’ post-test scores were significantly higher than their pre-test scores in the LCC, regardless of low-ability students or high-ability students. Implications for system design are also discussed.
KW - Digital game-based learning
KW - English learning
KW - Loosely coupling context
KW - Prior ability
KW - Tightly coupling context
UR - http://www.scopus.com/inward/record.url?scp=85078401092&partnerID=8YFLogxK
U2 - 10.1007/s10209-020-00710-1
DO - 10.1007/s10209-020-00710-1
M3 - 期刊論文
AN - SCOPUS:85078401092
SN - 1615-5289
VL - 20
SP - 57
EP - 68
JO - Universal Access in the Information Society
JF - Universal Access in the Information Society
IS - 1
ER -