Game-Based Learning Effectiveness and Motivation Study between Competitive and Cooperative Modes

Chang Hsin Lin, Shu Hsien Huang, Ju Ling Shih, Alexandra Covaci, Gheorghita Ghinea

研究成果: 書貢獻/報告類型會議論文篇章同行評審

25 引文 斯高帕斯(Scopus)

摘要

The aim of this paper is to compare the learning effectiveness and learning motivation of digital game-based learning between the competitive and the cooperative mode. Forty-seven junior high school students were invited to participate in the learning experiment. The students were divided into two groups and played Fragrance Channel in two different modes. Pre-and post-tests were used to evaluate students' learning effectiveness under different conditions and an IMMS questionnaire was used to evaluate learning motivation. The results show no significant differences for both groups when evaluating learning effectiveness and motivation. However, both groups presented significant differences between their pre-and post-tests conditions when it comes to the acquired knowledge. We identified significant differences also for the satisfaction level showing that students enjoyed it more to play in the competitive mode.

原文???core.languages.en_GB???
主出版物標題Proceedings - IEEE 17th International Conference on Advanced Learning Technologies, ICALT 2017
編輯Ronghuai Huang, Radu Vasiu, Kinshuk, Demetrios G Sampson, Nian-Shing Chen, Maiga Chang
發行者Institute of Electrical and Electronics Engineers Inc.
頁面123-127
頁數5
ISBN(電子)9781538638705
DOIs
出版狀態已出版 - 3 8月 2017
事件17th IEEE International Conference on Advanced Learning Technologies, ICALT 2017 - Timisoara, Romania
持續時間: 3 7月 20177 7月 2017

出版系列

名字Proceedings - IEEE 17th International Conference on Advanced Learning Technologies, ICALT 2017

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???event.eventtypes.event.conference???17th IEEE International Conference on Advanced Learning Technologies, ICALT 2017
國家/地區Romania
城市Timisoara
期間3/07/177/07/17

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