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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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Impacts of an augmented reality-based flipped learning guiding approach on students’ scientific project performance and perceptions

TL;DR: From the experimental results, it was found that the AR-based flipped learning guiding approach not only benefited the students in terms of promoting their project performance, but also improved their learning motivation, critical thinking tendency, and group self-efficacy.
Journal ArticleDOI

Effects of an augmented reality-based educational game on students' learning achievements and attitudes in real-world observations

TL;DR: The experimental results show that the AR-based gaming approach can improve not only students' learning attitudes, but also their learning performance on the field trip.
Journal ArticleDOI

Learning English with Augmented Reality: Do learning styles matter?

TL;DR: It is confirmed that the mental efforts of students are greater when they experience more learning anxiety at the same time; however, it is not the case that lower learning anxiety and mental effort is better for learning.
Journal ArticleDOI

Designing and integrating purposeful learning in game play: a systematic review

TL;DR: A systematic discussion on the design of intrinsic integration of domain-specific learning in game mechanics and game world design and future directions for the design and research of learning integration in digital games are proposed.
Journal ArticleDOI

A contextual game-based learning approach to improving students' inquiry-based learning performance in social studies courses

TL;DR: A contextual educational computer game is developed to improve students' learning performance based on an inquiry-based learning strategy and benefited the "active" learning style students more than the "reflective" style students in terms of learning achievement.
References
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Journal ArticleDOI

Non‐native Chinese language learners' attitudes towards online vision‐based motion games

TL;DR: An online program in which learners can learn Chinese characters through vision-based motion games, where the learner's gestures are detected by a computer webcam, which sends the message back to the online program, and the corresponding strokes appear on the computer screen.
Journal ArticleDOI

Unreal PowerPoint TM : Immersing PowerPoint presentations in a virtual computer game engine world

TL;DR: This paper considers the applicability of ''concept maps'' to inform the construction of educational materials, especially their topological, geometrical and pedagogical significance, and supplements this ''spatial'' dimension with a theory of the dynamic, temporal dimension, grounded in a context of learning processes, such as Kolb's learning cycle.
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