An Interactive Game Approach for Improving Students' Learning Performance in Multi-Touch Game-Based Learning

被引:31
作者
Hung, Cheng-Yu [1 ]
Kuo, Fang-O. [1 ,2 ]
Sun, Jerry Chih-Yuan [3 ]
Yu, Pao-Ta [1 ]
机构
[1] Natl Chung Cheng Univ, Dept Comp Sci & Informat Engn, Chiayi, Taiwan
[2] TaTung Inst Commerce & Technol, Dept Digital Media Design, Chiayi, Taiwan
[3] Natl Chiao Tung Univ, Inst Educ, Hsinchu, Taiwan
来源
IEEE TRANSACTIONS ON LEARNING TECHNOLOGIES | 2014年 / 7卷 / 01期
关键词
Multi-touch technology; scaffolding theory; digital-game based learning; human-computer interaction; MOTIVATION; EDUCATION; IMPACT;
D O I
10.1109/TLT.2013.2294806
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
This study, based on Taiwanese geographical concepts, develops a multi-touch interactive jigsaw puzzle (MIJP) to assist primary school students in solving geographical puzzles. The MIJP, which has multi-touch operating characteristics and provides two kinds of scaffolding tools, each with a different level of difficulty, can assist students in solving problems in the games and prevent them from feeling stuck and frustrated. In addition, it explores the influence of the interactive game approach (three levels of difficulty) on learning performance and satisfaction. The results indicated that the learning performance of each group, significantly improved after the experiment. In particular, moderate gaming difficulty led to the best learning performance for learners. A comparison of learners who did not use scaffolding to solve problems and those who did shows the level of the zone of proximal development (ZPD). Moreover, the analysis of satisfaction evaluations by learners with/without scaffolding showed there were statistically significant differences in the measures of learning satisfaction. Finally, this study revealed that the students tended to be over-reliant on the scaffolding tools during the game, which prevented them from internalizing knowledge through the interactive learning process.
引用
收藏
页码:31 / 37
页数:7
相关论文
共 47 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]  
[Anonymous], 2005, P 18 ANN ACM S US IN, DOI [DOI 10.1145/1095034.1095054, 10.1145/1095034.1095054]
[3]  
Ardito C., 2010, P INT C ADV VISUAL I, P75
[4]  
Ardito C, 2013, EDUC TECHNOL SOC, V16, P44
[5]   Are educational computer micro-games engaging and effective for knowledge acquisition at high-schools? A quasi-experimental study [J].
Brom, Cyril ;
Preuss, Michal ;
Klement, Daniel .
COMPUTERS & EDUCATION, 2011, 57 (03) :1971-1988
[6]   Using game theory and Competition-based Learning to stimulate student motivation and performance [J].
Burguillo, Juan C. .
COMPUTERS & EDUCATION, 2010, 55 (02) :566-575
[7]  
Buxton B., 2007, MULTITOUCH SYSTEMS I
[8]  
Cagiltay NE, 2007, BRIT J EDUC TECHNOL, V38, P405, DOI 10.1111/j.1467-8535.2007.10705.x
[9]   "Games are made for fun": Lessons on the effects of concept maps in the classroom use of computer games [J].
Charsky, Dennis ;
Ressler, William .
COMPUTERS & EDUCATION, 2011, 56 (03) :604-615
[10]  
Cheng-Yu Hung, 2012, 2012 IEEE 4th International Conference on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL 2012), P33, DOI 10.1109/DIGITEL.2012.13