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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

Cognitive Load Measurement as a Means to Advance Cognitive Load Theory

TL;DR: In this paper, the authors discuss cognitive load measurement techniques with regard to their contribution to cognitive load theory (CLT), which is concerned with the design of instructional methods that efficiently use people's limited cognitive processing capacity to apply acquired knowledge and skills to new situations (i.e., transfer).
Journal ArticleDOI

Training strategies for attaining transfer of problem-solving skill in statistics: A cognitive-load approach.

TL;DR: In this article, the authors studied the effect of cognitive load on the transfer performance of three computer-based training strategies: the conventional, worked, and completion conditions, respectively, emphasizing the solving of conventional problems, the study of worked-out problems, and the completion of partly worked out problems.
Journal ArticleDOI

Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation

TL;DR: The results suggest that within high school CS, educational computer games can be exploited as effective and motivational learning environments, regardless of students' gender.
Book

How Computer Games Help Children Learn

TL;DR: Gee as mentioned in this paper describes the future of education and how we get there in the context of the Industrial School and beyond the industrial school. But he does not discuss the role of technology in education.
Journal ArticleDOI

The effectiveness of games for educational purposes: a review of recent research

TL;DR: This paper reviewed the literature that compares the instructional effectiveness of games to conventional classroom instruction and concluded that subject matter areas where games/simulations show no difference between games and classroom instruction are social sciences, math, language arts, logic physics, biology, retention over time, and interest.
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