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
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