4.0 Article

Application of the Educational Game to Enhance Student Learning

期刊

FRONTIERS IN EDUCATION
卷 6, 期 -, 页码 -

出版社

FRONTIERS MEDIA SA
DOI: 10.3389/feduc.2021.623793

关键词

educational game; learning; self-determinated motivation; intrinsic motivation; perceptions

资金

  1. University Grants Committee of Hong Kong, under the Funding Scheme for Teaching and Learning Related Projects [HKBU4/TL/16-19]

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The study investigated the use of an educational game to enhance student learning effectiveness, showing that students found the game helpful in better preparing for exams, understanding learning content, and applying knowledge. The combination of gamification and traditional learning methods was found to improve students' learning outcomes.
The purpose of this study is to investigate the use of an educational game to enhance student learning effectiveness. This study consisted of 56 college students majoring in physical education and recreation management (32 men, 24 women, age M = 21 years, SD = 1.72). Students used the educational computer game PaGamO to study the motor learning and development course. Students received rewards based on their individual and group PaGamO scores. Regression analysis indicated that PaGamO score was a significant (p < 0.01) predictor of multiple choice (MC) score in the final examination, there was a medium positive correlation (beta = 0.354). The R-2 suggests that 12.6% of MC score was explained by PaGamO score. Quantitative and qualitative mixed-method approach was used to gain insights into students' perceptions and experiences of the educational game. The top three statements of a modified questionnaire from Riemer and Schrader (2015) are: (1) In my opinion, the use of 'PaGamO' enables me to better prepare for the final examination (M = 5.04, SD = 1.41), (2) In my opinion, the use of 'PaGamO' enables me to understand learning contents (M = 4.8, SD = 1.19), (3) In my opinion, the use of 'PaGamO' allows me to apply knowledge (M = 4.75, SD = 1.08). The top three motives to play PaGamO were fun, self-learning, and want to get a higher grade in the final examination. By using gamification as a tool for learning and studying, students did find PaGamO effective for their learning experience. Both intrinsic and extrinsic participation motives are reasons why students play PaGamO. Furthermore, due to its convenience, using mobile devices to play PaGamO is more popular than using computers and tablet devices. In conclusion, the combination of gamification and traditional learning methods can enhance students' learning outcomes.

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