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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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Paper—Gamification Strategy to Support Self-Directed Learning in an Online Learning Environment Gamification Strategy to Support Self-Directed Learning in an Online Learning Environment

TL;DR: Overall, the gamification strategy used in the online learning environment shows a positive influence to support learner’s self-directed learning.
Journal ArticleDOI

The investigating students’ readiness to follow guided inquiry-concept mapping (GuICoM) class

TL;DR: In this paper , the authors investigated students' readiness to follow Guided Inquiry-Concept Mapping (GuICoM) class and found that students had a slightly high readiness to take the GuICOM class.

The Development of Students' Computational Thinking Practices in AI Course Using the Game-Based Learning: A Case Study

TL;DR: The results showed that the game-based learning in artificial intelligence courses could help students to master artificial intelligence subject knowledge, significantly improved the computational thinking practices, enhanced learning interest, motivation, self-confidence, and reduce cognitive load.
Proceedings ArticleDOI

An Automatic Text Annotation System to Improve Reading Comprehension of Chinese Ancient Texts

TL;DR: ATAS provided a more friendly digital reading environment to support learners on interpreting ancient texts, also helping learners obtain a deeper and broader understanding in the ancient text.
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.
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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

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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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