Suche

Wo soll gesucht werden?
Erweiterte Literatursuche

Ariadne Pfad:

Inhalt

Literaturnachweis - Detailanzeige

 
Autor/inn/enTsai, Fu-Hsing; Yu, Kuang-Chao; Hsiao, Hsien-Sheng
TitelExploring the Factors Influencing Learning Effectiveness in Digital Game-Based Learning
QuelleIn: Educational Technology & Society, 15 (2012) 3, S.240-250 (11 Seiten)Infoseite zur Zeitschrift
PDF als Volltext Verfügbarkeit 
Spracheenglisch
Dokumenttypgedruckt; online; Zeitschriftenaufsatz
ISSN1436-4522
SchlagwörterForeign Countries; Educational Games; Computer Games; Outcomes of Education; Pretests Posttests; Mixed Methods Research; Web Based Instruction; Learning Motivation; Prior Learning; Student Attitudes; Grade 6; Influences; Skills; Ability; Energy Conservation; Science Instruction; Gender Differences; Protocol Analysis; Educational Technology; Electronic Learning; Instructional Effectiveness; Qualitative Research; Case Studies; Interviews; Content Analysis; Predictor Variables; Statistical Analysis; Observation; Taiwan
AbstractThis study developed an educational online game, Super Delivery, targeting knowledge about saving electricity, and conducted case studies of eight sixth-grade students using this game to explore the factors influencing the effectiveness of students' knowledge acquisition in digital game-based learning (DGBL). This study followed Miles and Huberman's (1994) suggested procedure to analyze qualitative data and find the patterns across cases. Based on the analysis of the case-ordered predictor-outcome matrix and diverse evidence including qualitative and quantitative data, a casual map and a decision tree were constructed to explain why differences in the effectiveness of knowledge acquisition existed among the study participants. It was found that many factors interactively influence students' effectiveness of knowledge acquisition in DGBL. Students' learning motivation, learning ability, and playing skill could be key factors that collectively influence the effectiveness of knowledge acquisition in DGBL. Also, students' learning motivation, learning ability, and playing skill were affected by their playing motivation, prior knowledge, as well as online game experience respectively. The results of this study may help teachers consider how effectively utilizing an educational game for enhancing students' learning effectiveness in DGBL. (Contains 1 table and 4 figures.) (As Provided).
AnmerkungenInternational Forum of Educational Technology & Society. Athabasca University, School of Computing & Information Systems, 1 University Drive, Athabasca, AB T9S 3A3, Canada. Tel: 780-675-6812; Fax: 780-675-6973; Web site: http://www.ifets.info
Erfasst vonERIC (Education Resources Information Center), Washington, DC
Update2017/4/10
Literaturbeschaffung und Bestandsnachweise in Bibliotheken prüfen
 

Standortunabhängige Dienste
Bibliotheken, die die Zeitschrift "Educational Technology & Society" besitzen:
Link zur Zeitschriftendatenbank (ZDB)

Artikellieferdienst der deutschen Bibliotheken (subito):
Übernahme der Daten in das subito-Bestellformular

Tipps zum Auffinden elektronischer Volltexte im Video-Tutorial

Trefferlisten Einstellungen

Permalink als QR-Code

Permalink als QR-Code

Inhalt auf sozialen Plattformen teilen (nur vorhanden, wenn Javascript eingeschaltet ist)

Teile diese Seite: