Students' Experience during the Integration of Traditional Games into the Elementary School Program

被引:0
作者
Vasileva, Marina [1 ]
Malinovski, Toni [2 ]
Vasileva-Stojanovska, Tatjana [1 ]
Trajkovik, Vladimir [1 ]
机构
[1] Ss Cyril & Methodius Univ, Fac Comp Sci & Engn, Rugjer Boshkovikj 16, Skopje 1000, North Macedonia
[2] FON Univ, Fac Informat & Commun Technol, Skopje 1000, North Macedonia
来源
CROATIAN JOURNAL OF EDUCATION-HRVATSKI CASOPIS ZA ODGOJ I OBRAZOVANJE | 2018年 / 20卷 / 01期
关键词
classroom games; elementary school; game-based learning; structural equation model; students' experience; COMPUTER GAMES; FIT INDEXES; QUALITY; MOTIVATION; PERCEPTIONS; CLASSROOM; IMPACT;
D O I
10.15516/cje.v20i1.2386
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Even though the potential of game-based learning is widely recognized, we need to understand students to effectively integrate games in the classroom environment. This study aims to identify relevant factors that influence students' experience during the integration of traditional children's games into the elementary school program. The research involved 142 students from different elementary schools who participated in multiple learning sessions with pure game-based activities or games technologically enhanced with asynchronous/synchronous distance learning. A structural equation model was developed and tested using students' responses to a survey conducted after each session. The results suggest that students' experience is directly influenced by their motivation to participate in the new environment, their attitude during purely game-based classes, and technological behaviour during classes with distance learning activities. We also found that students of different ages showed similar subjective experience and identified a clear distinction between students' views and learning outcomes during in-class gaming and asynchronous/synchronous conditions.
引用
收藏
页码:133 / 172
页数:40
相关论文
共 61 条
  • [1] Andrade J., 2013, P 2013 ANN CONV AECT, P9
  • [2] [Anonymous], LEARNING BY DOING
  • [3] [Anonymous], ENGINEERING
  • [4] THEORY OF LEARNING BY DOING
    ANZAI, Y
    SIMON, HA
    [J]. PSYCHOLOGICAL REVIEW, 1979, 86 (02) : 124 - 140
  • [5] 'Computer games can get your brain working': student experience and perceptions of digital games in the classroom
    Beavis, Catherine
    Muspratt, Sandy
    Thompson, Roberta
    [J]. LEARNING MEDIA AND TECHNOLOGY, 2015, 40 (01) : 21 - 42
  • [6] Assessment in and of Serious Games: An Overview
    Bellotti, Francesco
    Kapralos, Bill
    Lee, Kiju
    Moreno-Ger, Pablo
    Berta, Riccardo
    [J]. ADVANCES IN HUMAN-COMPUTER INTERACTION, 2013, 2013
  • [7] BENTLER PM, 1980, PSYCHOL BULL, V88, P588, DOI 10.1037/0033-2909.107.2.238
  • [8] Bodrova E, 2003, EDUC LEADERSHIP, V60, P50
  • [9] Bollen K.A., 1998, Structural equation models
  • [10] Students' perceptions about the use of video games in the classroom
    Bourgonjon, Jeroen
    Valcke, Martin
    Soetaert, Ronald
    Schellens, Tammy
    [J]. COMPUTERS & EDUCATION, 2010, 54 (04) : 1145 - 1156