An in-depth analysis of the interaction transitions in a collaborative Augmented Reality-based mathematic game

被引:31
作者
Cheng, Ya-Wen [1 ]
Wang, Yuping [2 ]
Cheng, I-Ling [1 ]
Chen, Nian-Shing [3 ]
机构
[1] Natl Sun Yat Sen Univ, Dept Informat Management, Kaohsiung, Taiwan
[2] Griffith Univ, Sch Humanities Languages & Social Sci, Brisbane, Qld, Australia
[3] Natl Yunlin Univ Sci & Technol, Dept Appl Foreign Languages, Touliu, Yunlin, Taiwan
关键词
Collaborative learning; interaction transition; game-based learning; Interaction Analysis Model; Augmented Reality; CRITICAL THINKING; KNOWLEDGE CONSTRUCTION; ACADEMIC-ACHIEVEMENT; SOCIAL CONSTRUCTION; LEARNING APPROACH; ONLINE;
D O I
10.1080/10494820.2019.1610448
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Collaborative learning has long been proved to be a crucial agent for enhancing students' social skills, problem-solving abilities and individual learning performance. Understanding how students move from one phase to another in their collaboration process can inform educators of how best to facilitate such learning. However, this is still an area needing more vigorous research. This study explores the process of students' co-construction of knowledge in a digital game-based learning environment using a sequential analysis approach, with the aim to identify the significant features of students' interactional transitions that would potentially lead to better learning. To achieve this aim, we designed a collaborative learning environment in which 24 sixth graders worked in 6 groups to compete in an Augmented Reality-based mathematic game that we designed. The results from the analysis of their interaction show that phases of interaction in a digital game-based learning environment transited differently in many ways from those in online text-based forums, and that task types, modalities, participant characteristics and learning goals all played a crucial role in determining how learners co-constructed knowledge.
引用
收藏
页码:782 / 796
页数:15
相关论文
共 32 条
[1]  
[Anonymous], 1980, MIND SOC DEV HIGHER
[2]  
Barron B., 2009, J LEARN SCI, V12, P307
[3]   Using clickers in class. The role of interactivity, active collaborative learning and engagement in learning performance [J].
Blasco-Arcas, Lorena ;
Buil, Isabel ;
Hernandez-Ortega, Blanca ;
Javier Sese, F. .
COMPUTERS & EDUCATION, 2013, 62 :102-110
[4]   Flow, social interaction anxiety and salivary cortisol responses in serious games: A quasi-experimental study [J].
Brom, Cyril ;
Buchtova, Michaela ;
Sisler, Vit ;
Dechterenko, Filip ;
Palme, Rupert ;
Glenk, Lisa Maria .
COMPUTERS & EDUCATION, 2014, 79 :69-100
[5]  
Chen CH, 2017, EDUC TECHNOL SOC, V20, P87
[6]  
Chen CH, 2015, EDUC TECHNOL SOC, V18, P237
[7]  
Chih-Hsiung Tu, 2002, American Journal of Distance Education, V16, P131, DOI 10.1207/S15389286AJDE1603_2
[8]  
CUREU PL, 2013, STUDIES HIGHER ED, V38, P87, DOI DOI 10.1080/03075079.2011.565122
[9]   Teachers' reflections on cooperative learning: Issues of implementation [J].
Gillies, Robyn M. ;
Boyle, Michael .
TEACHING AND TEACHER EDUCATION, 2010, 26 (04) :933-940
[10]   Analysis of a global online debate and the development of an interaction analysis model for examining social construction of knowledge in computer conferencing [J].
Gunawardena, CN ;
Lowe, CA ;
Anderson, T .
JOURNAL OF EDUCATIONAL COMPUTING RESEARCH, 1997, 17 (04) :397-431