Effects of a Two-Tier Test Strategy on Students' Digital Game-Based Learning Performances and Flow Experience in Environmental Education

被引:14
|
作者
Wang, Xiao-Ming [1 ]
Wang, Shi-Man [2 ]
Wang, Jia-Ni [3 ]
Hwang, Gwo-Jen [4 ]
Xu, Su [5 ]
机构
[1] Zhejiang Normal Univ, Key Lab Intelligent Educ Technol & Applicat Zheji, 688 Yingbin Ave, Jinhua 321004, Zhejiang, Peoples R China
[2] Zhejiang Normal Univ, Sch Teacher Educ, Jinhua, Zhejiang, Peoples R China
[3] WangGuowei Primary Sch Educ Grp, Haining, Peoples R China
[4] Natl Taiwan Univ Sci & Technol, Grad Inst Digital Learning & Educ, Taipei, Taiwan
[5] Jinhua Normal Affiliated Primary Sch, Jinhua, Zhejiang, Peoples R China
关键词
two-tier test; digital game-based learning; flow experience; cognitive load; environmental education; COGNITIVE LOAD THEORY; ALTERNATIVE CONCEPTIONS; INTRINSIC MOTIVATION; DIAGNOSTIC-TESTS; COMPUTER GAME; SCIENCE; IMPACT; EXPLANATION; INSTRUCTION; RETRIEVAL;
D O I
10.1177/07356331221095162
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
At present, environmental issues are of concern to all countries, especially for developing countries, and education on waste sorting is urgent. However, it remains a challenge to improve students' learning achievement and engagement in environmental education. Researchers have pointed out the potential of digital games for promoting students' learning motivation. In addition, the two-tier testing mechanism has been recognized as an effective tool for correcting students' misconceptions and promoting their in-depth thinking. Therefore, this study proposed a two-tier testing-based digital gaming approach. To verify the effectiveness of the approach, a digital game was developed and a quasi-experiment was conducted. The participants were two classes of fifth graders, with one class as the experimental group using the two-tier test-based digital game and the other class as the control group learning with the conventional digital game. The results showed that the digital game-based learning with two-tier testing model was conducive to students' improved academic performance compared with the conventional digital game-based learning model, especially for students in the low-level group, who were able to make greater progress. In addition, the approach was effective in terms of reducing students' cognitive load and improving their flow experience.
引用
收藏
页码:1942 / 1968
页数:27
相关论文
共 50 条
  • [11] The influences of a two-tier test strategy on student learning: A lag sequential analysis approach
    Yang, Tzu-Chi
    Chen, Sherry Y.
    Hwang, Gwo-Jen
    COMPUTERS & EDUCATION, 2015, 82 : 366 - 377
  • [12] Effects of game-based learning supports on students' math performance and perceived game flow
    Pan, Yanjun
    Ke, Fengfeng
    ETR&D-EDUCATIONAL TECHNOLOGY RESEARCH AND DEVELOPMENT, 2023, 71 (02): : 459 - 479
  • [13] Using Digital Game-Based Learning to Improve the Academic Efficiency of Vocational Education students
    Roodt, Sumarie
    Ryklief, Yusuf
    INTERNATIONAL JOURNAL OF GAME-BASED LEARNING, 2019, 9 (04) : 45 - 69
  • [14] Effects of digital game-based learning on students' digital commerce literacy and learning engagement
    Chen, Shumin
    Huang, Pucheng
    Deng, Shaoshan
    Xie, Yufei
    Liu, Panpan
    Zheng, Yunxiang
    2024 INTERNATIONAL SYMPOSIUM ON EDUCATIONAL TECHNOLOGY, ISET, 2024, : 463 - 467
  • [15] EFFECTS OF DIGITAL GAME-BASED LEARNING IN STEM EDUCATION ON STUDENTS' MOTIVATION: A SYSTEMATIC LITERATURE REVIEW
    Ilic, Jelena
    Ivanovic, Mirjana
    Klasnja-Milicevic, Aleksandra
    JOURNAL OF BALTIC SCIENCE EDUCATION, 2024, 23 (01): : 20 - 36
  • [16] Effects of digital game-based STEM education on students’ learning achievement: a meta-analysis
    Liang-Hui Wang
    Bing Chen
    Gwo-Jen Hwang
    Jue-Qi Guan
    Yun-Qing Wang
    International Journal of STEM Education, 9
  • [17] Digital game-based learning: Pedagogical agent and feedback types on achievement, flow experience, and cognitive load
    Erdogmus, Yasemin Kahyaoglu
    Kurt, Adile Askim
    EDUCATION AND INFORMATION TECHNOLOGIES, 2024, 29 (10) : 12943 - 12968
  • [18] Effects of metalinguistic corrective feedback on novice EFL students' digital game-based grammar learning performances, perceptions and behavioural patterns
    Liu, Lo-An
    Hwang, Gwo-Jen
    BRITISH JOURNAL OF EDUCATIONAL TECHNOLOGY, 2024, 55 (02) : 687 - 711
  • [19] Development of an interactive mathematics learning system based on a two-tier test diagnostic and guiding strategy
    Yang, Tzu-Chi
    Fu, Hseng-Tz
    Hwang, Gwo-Jen
    Yang, Stephen J. H.
    AUSTRALASIAN JOURNAL OF EDUCATIONAL TECHNOLOGY, 2017, 33 (01) : 62 - 80
  • [20] Digital game-based learning in accounting and business education
    Carenys, Jordi
    Moya, Soledad
    ACCOUNTING EDUCATION, 2016, 25 (06) : 598 - 651