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Journal ArticleDOI

A concept map-embedded educational computer game for improving students' learning performance in natural science courses

TLDR
A concept map-embedded gaming approach is proposed for developing educational computer games by integrating concept mapping as part of the gaming scenarios to help students organize what they have learned during the game-based learning process.
Abstract
Many recent studies have reported the benefits of educational computer games in promoting students' learning motivations. On the other hand, however, the effect of digital game-based learning in improving students' learning performance has been questioned. Several previous studies have reported that without properly integrating learning strategies into gaming scenarios, the effectiveness of educational computer games could be limited, or may be even worse than that of the conventional technology-enhanced learning approach. In this study, a concept map-embedded gaming approach is proposed for developing educational computer games by integrating concept mapping as part of the gaming scenarios to help students organize what they have learned during the game-based learning process. Moreover, a role-playing game has been developed for an elementary school natural science course based on the proposed approach. From the experimental results, it is found that the concept map-embedded gaming approach can significantly improve the students' learning achievement and decrease their cognitive load. Moreover, the students who learned with the proposed approach revealed a significantly higher degree of perceived usefulness than those who learned with the conventional game-based learning approach.

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Effect of groups size on students' learning achievement, motivation, cognitive load, collaborative problem-solving quality, and in-class interaction in an introductory AI course

TL;DR: In this paper , the authors investigated the effect of group size in a K-12 introductory Artificial Intelligence course by comparing the students' cognitive load, learning motivation, collaborative problem-solving quality, and in-classroom interaction between two-and three-student groups.
Journal ArticleDOI

A character social network relationship map tool to facilitate digital humanities research

TL;DR: The CSNRMT is presented that can semi-automatically identify character names from Chinese ancient texts and provide an easy-to-use real-time interaction interface for supporting digital humanities research so that digital humanists could more efficiently and accurately establish character social network relationships from the analyzed texts to explore complicated character social networks relationship and find out useful research findings.
Journal ArticleDOI

Development and evaluation of an automatic text annotation system for supporting digital humanities research

TL;DR: A novel ATAS that can automatically annotate useful information on an ancient text to increase the readability of the ancient text based on LD sources from different databases, thus helping humanists obtain a deeper and broader understanding in theAncient text.
Journal ArticleDOI

Learning with digital technology-facilitated empathy: an augmented reality approach to enhancing students’ flow experience, motivation, and achievement in a biology program

TL;DR: This paper used a quasi-experimental approach to explore the potential of AR in teaching biology and found that AR instruction significantly increased students' flow experiences and motivation to learn and reduced their cognitive load.
Journal ArticleDOI

Impact of Knowledge Representations on Problem-Oriented Learning in Online Environments

TL;DR: It was found that participants who used the hierarchical representation read in the depth-first sequence, whereas participants who use the knowledge map representation reading in a sequence reflecting the system running mechanism implied by the graphical representation had better memory of the learning content.
References
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TL;DR: Good computer and video games like System Shock 2, Deus Ex, Pikmin, Rise of Nations, Neverwinter Nights, and Xenosaga: Episode 1 are learning machines as mentioned in this paper.
Journal ArticleDOI

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Digital Game-Based Learning

Marc Prensky
TL;DR: Green and Bavelier as discussed by the authors found that playing "action" video and computer games has the positive effect of enhancing student's visual selective attention, but that finding is just one small part of a more important message that all parents and educators need to hear: Video games are not the enemy, but the best opportunity we have to engage our kids in real learning.
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