Mindful learning: A mediator of mastery experience during digital creativity game-based learning among elementary school students

被引:38
作者
Yeh, Yu-chu [1 ,2 ]
Chang, Han-Lin [1 ]
Chen, Szu-Yu [1 ]
机构
[1] Natl Chengchi Univ, Inst Teacher Educ, 64,Zhinan Rd,Sect 2, Taipei 116, Taiwan
[2] Natl Chengchi Univ, Res Ctr Mind Brain & Learning, 64,Zhinan Rd,Sect 2, Taipei 116, Taiwan
关键词
Architectures for educational technology system; Elementary education; Human-computer interface; Interactive learning environments; Teaching/learning strategies; SELF-DETERMINATION THEORY; ACHIEVEMENT; MOTIVATION; PERFORMANCE; SITUATIONS; EMOTIONS; MODEL;
D O I
10.1016/j.compedu.2019.01.001
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
With the mounting empirical evidence of the benefits of mindfulness, the researchers of the present study incorporated mindful learning in digital game-based learning of creativity. A two-phase study was conducted to (1) develop the Inventory of Mindful Learning Experience in Digital Games (IMLE-DG); and (2) develop a training program of the Digital Game-based Learning of Creativity (DGLC), by which the relationship among achievement goal, self-determination, mindful learning, and mastery experience during digital game-based learning of creativity were investigated through experimental instruction. One hundred and eighty-one 3rd to 6th graders were used in the development of IMLE-DG, and 95 3rd and 4th graders were included in the six-week experimental instruction through the DGLC. The results suggest that the IMLE-DG has good reliability and validity. The Cronbach's a coefficient was 0.974 and exploratory factor analysis yielded three factors: curiosity and open-mindedness, attention and grit, and emotion regulation. Confirmatory factor analysis also showed that the three-factor structure was a good-fit model (Goodness-fit-index = 0.913). Moreover, analytical results showed that achievement goal and self-determination influenced mastery experience through mindful learning experience, suggesting that mindful learning is a crucial mediator of mastery experience in digital game-based learning of creativity. With key features of story-based, interdisciplinary, and 3-D design, The DGLC provides an original and valuable vehicle for creativity learning. In addition, the incorporated mechanisms (rewards, free choices, immediate feedback, and peer-evaluation) for enhancing goal achievement, self-determination, and mindful learning shed light on the design of game-based learning and creativity instruction.
引用
收藏
页码:63 / 75
页数:13
相关论文
共 71 条
[1]   The concept of flow in collaborative game-based learning [J].
Admiraal, Wilfried ;
Huizenga, Jantina ;
Akkerman, Sanne ;
ten Dam, Geert .
COMPUTERS IN HUMAN BEHAVIOR, 2011, 27 (03) :1185-1194
[2]   Computer games: implementation into teaching and learning [J].
Ahmad, Ibrahim ;
Jaafar, Azizah .
UNIVERSITI KEBANGSAAN MALAYSIA TEACHING AND LEARNING CONGRESS 2011, VOL I, 2012, 59 :515-519
[3]  
[Anonymous], 13 ANN M AM PSYCH SO
[4]  
[Anonymous], MINDFULNESS WORK AVO
[5]  
[Anonymous], 2017, Reference module in neuroscience and biobehavioral psychology
[6]  
[Anonymous], INSTRUCTION CREATIVI
[7]  
[Anonymous], 2016, POWER MINDFUL LEARNI
[8]  
[Anonymous], BIORXIV NEUROECONOMI
[9]  
Auman C., 2011, College Teaching, P154, DOI [DOI 10.1080/87567555.2011.602134, 10.1080/87567555.2011.602134]
[10]  
Bagozzi R. P., 1988, J ACAD MARKET SCI, V16, P74, DOI [10.1007/BF02723327, DOI 10.1007/BF02723327]