Effect of Learning Styles on Students' Motivation and Learning Achievement in Digital Game-based Learning

Author(s):  
Han-Yu Sung ◽  
Gwo-Jen Hwang ◽  
Chun-Ming Hung ◽  
I-Wen Huang
2021 ◽  
Vol 2 (1) ◽  
pp. 19
Author(s):  
Achmad Mustofa ◽  
Amiruddin Amiruddin ◽  
Ismail Ismail ◽  
Destri Sambara Sitorus ◽  
Ananda Setiawan

Indonesia is a country that is affected by the existence of COVID-19. One of the biggest impacts on the world of education at Syiah Kuala University. One of these impacts includes learning conducted online. The purpose of this study was to see the influence of the learning styles of students of Syiah Kuala University Economic Education on learning motivation and subsequently on learning achievement in entrepreneurship courses. This type of research is a quantitative study with descriptive methods. The research design becomes a research model to measure the effect of independent variables, namely learning styles, intervening variables, namely learning motivation, and dependent variables, namely learning achievement. The results showed 1) there was a positive and insignificant influence on the learning style variable on the learning motivation variable, 2) there was a positive and insignificant influence on the learning motivation variable on the learning achievement variable.


2020 ◽  
Author(s):  
Γεωργία Ζησιμάτου

Σκοπός αυτής της διατριβής ήταν να διερευνήσει την αλληλεπίδραση μεταξύ της μάθησης βάσει ψηφιακών παιχνιδιών και της δημιουργική συμπεριφορά των μαθητών. Αυτή η διατριβή αποτελείται από πέντε διαφορετικές μελέτες. Μια ποιοτική μελέτη (11 συνεντεύξεις), μια πιλοτική φάση και 3 πειραματικές μελέτες. Τριακόσια πέντε παιδιά δημοτικού σχολείου (N = 305) ηλικίας 11-12 ετών δημοτικού σχολείου αποτέλεσαν το αρχικό δείγμα της έρευνας. Σε αυτήν την έρευνα χρησιμοποιήθηκαν ψυχομετρικές τεχνικές για τη συλλογή ποσοτικών και μετρήσιμων δεδομένων. Το Honey and Mumford's Learning Style Questionnaire (LSQ) χρησιμοποιήθηκε για την αξιολόγηση των μαθησιακών στυλ των ατόμων. Για τον ίδιο σκοπό, χρησιμοποιήσαμε επίσης το LSI: Elementary Learning Styles Inventory από τους Stetson and Associates (2004). Η δημιουργικότητα των μαθητών αξιολογήθηκε χρησιμοποιώντας την Τεχνική Συναινετικής Αξιολόγησης από την Teressa Amabile (1983). Οι αναλύσεις δεδομένων έδειξαν ότι η χρήση ψηφιακών παιχνιδιών ήταν πιο αποτελεσματική όσον αφορά την ανάπτυξη της δημιουργικότητας των μαθητών σε μαθηματικές έννοιες σε σχέση με τισ παραδοσιακές μεθόδους διδασκαλίας. Πιο συγκεκριμένα, αποδείχθηκε ότι άτομα που είχαν κατηγοριοποιηθεί ως πραγματιστές (Pragmatist) είτε ως ακτιβιστών(Activist) βάσει του LSQ και ως Κιναισθητικοί(Kinesthetic) βάση του LSI επηρεάστηκαν πιο θετικά από τα περιβάλλοντα μάθησης ψηφιακών παιχνιδιών. Η διάρκεια της παρέμβασης βρέθηκε επίσης να διαδραματίζει σημαντικό ρόλο όσον αφορά την αποτελεσματικότητα της.


2017 ◽  
Vol 1 (1) ◽  
pp. 79 ◽  
Author(s):  
Joenita Darmawati

This study aims to determine 1) the influence of motivation on learning achievement, 2) the influence of learning style on learning achievement, and 3) the influence of motivation and learning styles on learning achievement. The populations were 379 senior high school students of grade XI in Tuban. Samples were taken by employing simple random sampling technique yielding in 195 students. Data were collected by using questionnaires. Data was analyzed by using the multiple linear regression analysis. Finding indicates that the partial test (t test) concluded the significant effect of motivation on students’ achievement and the significant effect of learning styles on academic achievement. Based on F test, it was concluded that both motivation and learning styles simultaneously affect students’ achievement. Consequently, students are suggested to know more about their own learning styles to optimize their learning achievement. Teachers are also advised to design their instruction in such a way that it accommodates all the learning styles.


2022 ◽  
Vol 6 ◽  
Author(s):  
Fredrik Breien ◽  
Barbara Wasson

STEAM education enables the cross-curricular study of subjects based on their naturally occurring relationships through holistic and integrated methods. Narratives are enablers of STEAM learning environments, something that is evident in the exploration of narrative learning from pre-recorded history until present. Narrative Digital Game-Based Learning (DGBL) use narratives to drive the game. The extended Ludo Narrative Variable Model (the Variable Model) is a narratological model for categorization of narrative DGBL. Empirical evidence from categorizing narrative DGBL on the Variable Model shows that there is a particular set of categories that incur positive effects on engagement, motivation, and learning. This article introduces the eLuna co-design framework that builds on these categories and empowers educators to participate alongside game developers in multidisciplinary design and development of narrative DGBL. eLuna comprises 1) a four-phase co-design method, and 2) a visual language to support the co-design and co-specification of the game to a blueprint that can be implement by game developers. Idun’s Apples, a narrative DGBL co-designed, co-specified, and implemented into a prototype using eLuna, is presented to illustrate the use of the method and visual language. Arguing that narrative DGBL are vessels for STEAM learning, seven eLuna co-designed games are examined to illustrate that they support STEAM. The article concludes that narrative DGBL co-designed using the eLuna framework provide high opportunity and potential for supporting STEAM, providing educators and game developers with a STEAM co-design framework that enforces positive effects on engagement, motivation, and learning.


Author(s):  
Chi-Cheng Chang ◽  
Clyde A Warden ◽  
Chaoyun Liang ◽  
Guan-You Lin

The purpose of this study was to examine differences in learning achievement, flow, and overall cognitive load between digital game-based learning (DGBL) and traditional computer-based learning (CBL). This study was conducted with 103 Taiwan college students: 50 college students in the experimental group used DGBL; 53 students in the control group used CBL. Results show the DGBL participants displayed significantly better learning achievement, flow, and lower cognitive load compared to the CBL participants. Learning achievement and flow exhibit a positive correlation, while negatively correlating with overall cognitive load. These results align with the existing research concepts of flow theory, cognitive theory of multimedia learning, and cognitive load theory.


2018 ◽  
Vol 3 (2) ◽  
pp. 121
Author(s):  
Anggit Grahito Wicaksono

The purpose of this study was to determine: (1) the existence of positive and significant relationship between learning motivation and learning achievement in basic natural science subjects; (2) there is a positive and significant relationship between learning styles and academic achievement basic natural science subjects; and (3) there is a positive and significant relationship together between learning motivation and learning styles with learning achievement in basic natural science subjects. This study used correlational and ex-post facto methods with multiple correlation analysis technique. The first hypothesis test results concluded that there is a positive and significant relationship between learning motivation and learning achievement in basic natural science subjects. The second hypothesis test results concluded that there is a positive and significant relationship between learning styles and academic achievement basic natural science subjects. Double correlation test results for the third hypothesis can be inferred learning motivation and learning styles together have a positive and significant relationship with achievement learn basic natural science subjects. The coefficient of determination of 0.398 indicates that 39.8% of the change in the learning achievement of the basic natural science subjects affected by learning motivation and learning styles, while 60.2% influenced by other variables not studied.


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