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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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Journal ArticleDOI

Reality matters? exploring a tangible user interface for augmented-reality-based fire education

TL;DR: In this paper, an interactive learning environment for fire education is presented and the learning effectiveness between an AR card and tangible-user-interface-based (TUI) AR in motivation, fire prevention attitude, and cognitive learning outcome is examined.
Book ChapterDOI

Identifying Multilevel Factors Influencing ICT Self-efficacy of K-12 Teachers in China.

TL;DR: Among teacher-level factors, teachers’ gender, ICT use, perceived ease of use of I CT and perceived usefulness of ICT make a difference in ICT self-efficacy, and among school- level factors, school type, I CT policy, and internet access are the important factors that impact teacher ICTSelf-efficency.
Proceedings ArticleDOI

Improving Learning Achievements, Motivations and Flow with a Progressive Prompt-Based Mobile Gaming Approach

TL;DR: From the experimental results, it is found that the proposed approach could effectively enhance the learning achievement, motivation, and flow of the students in comparison with the conventional progressive prompt-based learning approach without gaming.
Journal ArticleDOI

Dynamic vs. diagnostic assessment: impacts on EFL learners’ speaking fluency and accuracy, learning anxiety, and cognitive load

TL;DR: In this article , the effects of dynamic and diagnostic assessment (DigA) on Afghan EFL learners' speaking fluency and accuracy (SFA), learning anxiety (LA), and cognitive load (CL) were compared.
Proceedings ArticleDOI

A Context-Aware Progressive Inquiry-Based Augmented Reality System to Improving Students' Investigation Learning Abilities for High School Geography Courses

TL;DR: A progressive inquiry-based approach with augmented reality technology is proposed for improving students' high-level thinking and problem solving abilities by asking students to answer different layer of questions in in-field inquiry learning activities.
References
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Book

What Video Games Have to Teach Us About Learning and Literacy

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

Cognitive Architecture and Instructional Design

TL;DR: Cognitive load theory has been designed to provide guidelines intended to assist in the presentation of information in a manner that encourages learner activities that optimize intellectual performance as discussed by the authors, which assumes a limited capacity working memory that includes partially independent subcomponents to deal with auditory/verbal material and visual/2- or 3-dimensional information as well as an effectively unlimited long-term memory, holding schemas that vary in their degree of automation.
Book

Rules of Play: Game Design Fundamentals

TL;DR: This text offers an introduction to game design and a unified model for looking at all kinds of games, from board games and sports to computer and video games.
Book

Learning How to Learn

TL;DR: In this article, the authors argue for the practical importance of an alternate view, that learning is synonymous with a change in the meaning of experience, and develop their theory of the conceptual nature of knowledge and describe classroom-tested strategies for helping students to construct new and more powerful meanings and to integrate thinking, feeling, and acting.
Book

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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