A mandatory contribution-based collaborative gaming approach to enhancing students' collaborative learning outcomes in Science museums

被引:17
|
作者
Liang, Hsin-Yi [1 ]
Hsu, Tien-Yu [2 ]
Hwang, Gwo-Jen [3 ]
Chang, Shao-Chen [3 ]
Chu, Hui-Chun [4 ]
机构
[1] Natl Taiwan Univ Sci & Technol, Grad Inst Appl Sci & Technol, Taipei, Taiwan
[2] Natl Museum Nat Sci, Dept Operat Visitor Serv Collect & Informat Manag, Taichung, Taiwan
[3] Natl Taiwan Univ Sci & Technol, Grad Inst Digital Learning & Educ, Taipei, Taiwan
[4] Soochow Univ, Dept Comp Sci & Informat Management, Taipei, Taiwan
关键词
Collaborative learning; competency-based learning; game-based learning; contextual learning; mobile learning;
D O I
10.1080/10494820.2021.1897845
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
In the past decades, collaborative game-based learning has been used to facilitate students' learning in authentic learning contexts. Although several previous studies have reported the potential of this approach for students' learning performance and motivation, unequal participation could negatively influence the learning effectiveness of collaborative learning. To this end, this study developed a mandatory contribution-based collaborative gaming approach (MCCG) to enhance the competencies for conducting practical solutions related to environmental issues during a cross-field learning activity between a school and a museum. MCCG and a conventional collaborative gaming approach (CCG) were implemented to investigate the effects of individual contributions on collaborative learning. Both individual learning achievements and collaborative learning outcomes were assessed. The results showed that game-based collaboration supports can support competency-based education to enhance students' competencies, such as problem-solving and critical thinking competencies. Those students who learned with the mandatory contribution approach had better collaborative learning outcomes.
引用
收藏
页码:2692 / 2706
页数:15
相关论文
共 50 条
  • [41] Effects of Knowledge Construction Tools on Students' Learning Patterns in Collaborative Game-based Learning Activities
    Sung, Han-Yu
    Hwang, Gwo-Jen
    Tseng, Judy C. R.
    PROCEEDINGS 2016 5TH IIAI INTERNATIONAL CONGRESS ON ADVANCED APPLIED INFORMATICS IIAI-AAI 2016, 2016, : 336 - 340
  • [42] Using Computer-based Scaffolding to Improve Students' Reasoning Skills in Collaborative Learning
    Rashid, Ana Haziqah A.
    Shukor, Nurbiha A.
    Tasir, Zaidatun
    2016 IEEE 8TH INTERNATIONAL CONFERENCE ON ENGINEERING EDUCATION (ICEED2016), 2016,
  • [43] Learning analytics to predict students’ performance: A case study of a neurodidactics-based collaborative learning platform
    Carlos Javier Pérez Sánchez
    Fernando Calle-Alonso
    Miguel A. Vega-Rodríguez
    Education and Information Technologies, 2022, 27 : 12913 - 12938
  • [44] Exploring factors influencing minority students' perceived learning in collaborative Wiki-based learning environments
    Kuo, Yu-Chun
    Kuo, Yu-Tung
    Tseng, Hungwei
    EDUCATIONAL MEDIA INTERNATIONAL, 2022, 59 (04) : 307 - 323
  • [45] Learning analytics to predict students' performance: A case study of a neurodidactics-based collaborative learning platform
    Perez Sanchez, Carlos Javier
    Calle-Alonso, Fernando
    Vega-Rodriguez, Miguel A.
    EDUCATION AND INFORMATION TECHNOLOGIES, 2022, 27 (09) : 12913 - 12938
  • [46] A Fuzzy-based Approach for Classifying Students' Emotional States in Online Collaborative Work
    Arguedas, Marta
    Casillas, Luis
    Xhafa, Fatos
    Daradoumis, Thanasis
    Pena, Adriana
    Caballe, Santi
    PROCEEDINGS OF 2016 10TH INTERNATIONAL CONFERENCE ON COMPLEX, INTELLIGENT, AND SOFTWARE INTENSIVE SYSTEMS (CISIS), 2016, : 61 - 68
  • [47] The Effects of Technology-Mediated TBLT on Enhancing the Speaking Abilities of University Students in a Collaborative EFL Learning Environment
    Chen, Kate Tzu-Ching
    APPLIED LINGUISTICS REVIEW, 2021, 12 (02) : 331 - 352
  • [48] A learning analytics approach towards understanding collaborative inquiry in a problem-based learning environment
    Saleh, Asmalina
    Phillips, Tanner M.
    Hmelo-Silver, Cindy E.
    Glazewski, Krista D.
    Mott, Bradford W.
    Lester, James C.
    BRITISH JOURNAL OF EDUCATIONAL TECHNOLOGY, 2022, 53 (05) : 1321 - 1342
  • [49] Implementing a project-based collaborative learning approach using PowerPoint to improve students' 21st-century skills
    Aifan, Hanan
    E-LEARNING AND DIGITAL MEDIA, 2022, 19 (03) : 258 - 273
  • [50] An Inquiry-based Mobile Learning Approach to Enhancing Social Science Learning Effectiveness
    Shih, Ju-Ling
    Chuang, Chien-Wen
    Hwang, Gwo-Jen
    EDUCATIONAL TECHNOLOGY & SOCIETY, 2010, 13 (04): : 50 - 62