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Open AccessJournal ArticleDOI

The Effects of Learning Styles and Meaningful Learning on the Learning Achievement of Gamification Health Education Curriculum.

Kuo-Kuang Fan, +2 more
- 29 Sep 2015 - 
- Vol. 11, Iss: 5, pp 1211-1229
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TLDR
In this paper, a Mobile Meaningful Blood Circulation Learning System, called MMBCLS gamification learning, is developed aiming at the human blood circulation unit, which is rather difficult to comprehend, in the biology materials for junior high school students.
Abstract
Background:Aiming at the human blood circulation unit, which is rather difficult to comprehend, in the biology materials for junior high school students, Mobile Meaningful Blood Circulation Learning System, called MMBCLS gamification learning, is developed.Materials and methods:In the study, the instructional design is based on Meaningful Learning and follows the principles of digital game-based learning models to design the after-class multimedia materials, which allow learners enjoying learning with fun. With quasi-experimental design, Kolb’s Learning Styles Scale and Meaningful Learning Scale are utilized as the research instruments. Taking G8 class as the subject, 46 valid copies of questionnaires are received.Results:The research findings show more Divergent styles in mobile game-based learning styles, students with convergent styles regarding the highest curriculum design in Meaningful Learning, students with distinct gender presenting no significant difference in curriculum design and learning achievement in Meaningful Learning, students with different learning styles revealing remarkable differences in learning achievement, and students in the experimental group appearing higher learning achievement than the ones in the control group, with notable differences.Conclusions:The research outcomes could be the reference of material design for teachers and provide educators with the reference of mobile as meaningful media material design.

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Journal ArticleDOI

Gamification in Science Education. A Systematic Review of the Literature.

TL;DR: In this article, the authors present the empirical findings of the state-of-the-art literature on the use of gamification in science education and present a systematic literature review of 24 empirical research papers published in various electronic databases and the web search engine for scholarly literature and academic resources.
Journal ArticleDOI

Gamification and e-learning for young learners: A systematic literature review, bibliometric analysis, and future research agenda

TL;DR: In this article , a bibliometric study and a systematic review revealed the growth of gamification and e-learning for young learners and highlighted the four major future research themes of personalization, game elements, learner styles, and learner engagement.
Journal ArticleDOI

Learning and engagement in a gamified course: Investigating the effects of student characteristics

TL;DR: Positive trends with respect to students' perceptions of gamification's impact on their learning, achievement, and engagement in the course material are found and will be useful to designers and instructors of gamified learning environments as they seek to engage and support a variety of learners.
Journal ArticleDOI

Gamification in Management Education: A Systematic Literature Review

TL;DR: In this article, a systematic review of the literature on the use of gamification as a tool to enhance the quality of the teaching process in general, and, in particular, the teaching of management is presented.
References
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Journal ArticleDOI

Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education

TL;DR: The authors examine recent developments in theory and research on experiential learning and explore how this work can enhance experientual learning and how to apply it to real-life experiences, using the foundational theories of John Dewey and Kurt Lewin.
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.
Journal ArticleDOI

Games, Motivation, and Learning: A Research and Practice Model:

TL;DR: An input-processoutput model of instructional games and learning is presented that elaborates the key features of games that are of interest from an instructional perspective; the game cycle of user judgments, behavior, and feedback that is a hallmark of engagement in game play; and the types of learning outcomes that can be achieved.
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