Paper Romance©-An Educational Simulation Game for Learning Papermaking with Contextual Scaffoldings for Elementary Students: The Evaluation of Learning Performance and Flow State

Author(s):  
Fu-Jung Lin ◽  
Chai-Ping Wang ◽  
Hui-Ci Zhung ◽  
Hsin-Yi Wang ◽  
Shu-Ming Wang ◽  
...  
2019 ◽  
Vol 51 (1) ◽  
pp. 148-165 ◽  
Author(s):  
Shao‐Chen Chang ◽  
Ting‐Chia Hsu ◽  
Wei‐Chen Kuo ◽  
Morris Siu‐Yung Jong

Author(s):  
Shiang-Kwei Wang

Studies on game-based learning usually investigate at least one of three subjects: the effects of gaming on learning performance, the effects of gaming on cognitive skills and attitudes, and learners’ game-design experiences. Whether gaming relates positively to learning outcomes is still under investigation. This study examines the components contributing to the development of a literate game player and how players could cognitively grasp the design of a game scenario based on real history (namely, the game Romance of the Three Kingdoms). This study surveyed 497 participants in Taiwan on their knowledge of Chinese history (the Three Kingdoms period). The participants constituted two groups: participants who had years of gaming experience and participants who did not. The study examined test performance by using an independent sample t-test and one-way ANOVA and Pearson-correlation methods. The results revealed that the game players were more knowledgeable about the history of the Three Kingdoms period, had greater motivation to learn history, and were more motivated to learn history by playing the game than was the case with the non-game players.


2018 ◽  
Vol 26 (02) ◽  
pp. 29 ◽  
Author(s):  
Wilk Oliveira dos Santos ◽  
Ig Ibert Bittencourt ◽  
Seiji Isotani ◽  
Diego Dermeval ◽  
Leonardo Brandão Marques ◽  
...  

Flow Theory has been increasingly applied to Computers and Education to address several topics within this field (e.g., motivation, engagement, learning performance and so on). At the same time, in comparison with other recent theories related to Computers and Education, (e.g., Self-Determination Theory, S-Curve Theory, Intrinsic motivation, etc.), is a young topic, with different open research questions. Additionally, the Computers and Education community still lacks a comprehensive understanding of how Flow Theory is used in the area. Thus, this paper presents a Systematic Literature Review aiming to identify how students' flow state are measured during learning activities, how such activities are designed, which are the flow models used in Computers and Education and which are the main benefits of being in the flow state for the students. The main findings of this work are: (1) there is positive evidence about the benefits of applying Flow Theory in Computers and Education, especially, for increasing students’ learning, to generate students’ satisfaction, and to enable exploratory behavior; (2) the majority of studies use questionnaires to manual identify students’ flow state; (3)  a great diversity of flow state scales have been used; (4) the majority of studies are not designing activities for leading students to the flow state, and (5) the Csikszentmihalyi’ flow model is more used. Finally, we conclude this work by showing some promising and interesting research opportunities that are underexplored in current research and practice.


Author(s):  
Chia-Wen Tsai ◽  
Pei-Di Shen ◽  
Yu-Jui Lu

This study investigated, via quasi-experiments, the effects of problem-based learning with flipped classroom (FPBL) on the development of students' learning performance. In this study, 144 elementary school students were selected from six grade sections taking a course titled ‘Production of Ebook', and were assigned into the following three groups: FPBL group (n = 50), PBL group (n = 48), Control group (n = 46). The authors collected both quantitative and qualitative data, including interviews with students and teacher's journal. Based on the analysis in this study, it is found that the effect of FPBL on improving students' learning performance was significantly higher than other teaching methods investigated. This research provides an innovative design and illustration of PBL for teachers, educators, and schools which pay attention to enhancing students' learning performance.


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