TY - JOUR
T1 - An investigation of the virtual competitive scaffolding assistant
T2 - a prior knowledge perspective
AU - Chen, Sherry Y.
AU - Lin, Guan Lin
N1 - Publisher Copyright:
© 2022, The Author(s), under exclusive licence to Springer-Verlag GmbH Germany, part of Springer Nature.
PY - 2023/8
Y1 - 2023/8
N2 - Virtual competition can address the problems of real competition, but there is a lack of sufficient interactive engagement. Furthermore, virtual competition still belongs to competition, which may let learners have high anxiety. To this end, we developed a Virtual Competitive Scaffolding Assistant (VCSA), which not only included mechanisms to enhance interactive engagement, but also provided scaffolding hints to reduce learners’ anxiety. On the other hand, an empirical study was undertaken to examine how prior knowledge influenced learners’ reactions to the VCSA, including learning achievement and learning behavior. Regarding learning achievement, high prior knowledge learners significantly performed better than low prior knowledge learners for Task 1, while they demonstrated similar performance for Task 2. Additionally, low prior knowledge learners and high prior knowledge learners obtained similar post-test scores, but the former significantly got higher gain scores than the latter. Regarding learning behavior, low prior knowledge learners tended to locate small-scaled information with the Chinese hint, while high prior knowledge learners tended to collect large-scaled information with the sentence hint. According to findings obtained from this study, a framework was provided for designers to develop virtual competitive games that can accommodate learners’ individual differences, especially prior knowledge.
AB - Virtual competition can address the problems of real competition, but there is a lack of sufficient interactive engagement. Furthermore, virtual competition still belongs to competition, which may let learners have high anxiety. To this end, we developed a Virtual Competitive Scaffolding Assistant (VCSA), which not only included mechanisms to enhance interactive engagement, but also provided scaffolding hints to reduce learners’ anxiety. On the other hand, an empirical study was undertaken to examine how prior knowledge influenced learners’ reactions to the VCSA, including learning achievement and learning behavior. Regarding learning achievement, high prior knowledge learners significantly performed better than low prior knowledge learners for Task 1, while they demonstrated similar performance for Task 2. Additionally, low prior knowledge learners and high prior knowledge learners obtained similar post-test scores, but the former significantly got higher gain scores than the latter. Regarding learning behavior, low prior knowledge learners tended to locate small-scaled information with the Chinese hint, while high prior knowledge learners tended to collect large-scaled information with the sentence hint. According to findings obtained from this study, a framework was provided for designers to develop virtual competitive games that can accommodate learners’ individual differences, especially prior knowledge.
KW - Digital games
KW - Prior knowledge
KW - Scaffolding hints
KW - Virtual competition
UR - http://www.scopus.com/inward/record.url?scp=85164898517&partnerID=8YFLogxK
U2 - 10.1007/s10209-022-00902-x
DO - 10.1007/s10209-022-00902-x
M3 - 期刊論文
AN - SCOPUS:85164898517
SN - 1615-5289
VL - 22
SP - 945
EP - 956
JO - Universal Access in the Information Society
JF - Universal Access in the Information Society
IS - 3
ER -