An Investigation of Learning Style Differences and Attitudes toward Digital Game-based Learning among Mobile Users

Author(s):  
Ching-chiu Chao
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.


ReCALL ◽  
2014 ◽  
Vol 27 (1) ◽  
pp. 38-57 ◽  
Author(s):  
Hayo Reinders ◽  
Sorada Wattana

AbstractThe possible benefits of digital games for language learning and teaching have received increasing interest in recent years. Games are said, amongst others, to be motivating, to lower affective barriers in learning, and to encourage foreign or second language (L2) interaction. But how do learners actually experience the use of games? What impact does gameplay have on students’ perceptions of themselves as learners, and how does this affect their learning practice? These questions are important as they are likely to influence the success of digital game-based language learning, and as a result the way teachers might integrate games into the curriculum. In this study we investigated the experiences of five students who had participated in a fifteen-week game-based learning program at a university in Thailand. We conducted six interviews with each of them (for a total of 30 interviews) to identify what impact gameplay had in particular on their willingness to communicate in English (MacIntyre, Dörnyei, Clément & Noels, 1998). The results showed that gameplay had a number of benefits for the participants in this study, in particular in terms of lowering their affective barriers to learning and increasing their willingness to communicate. We discuss the implications of these results in terms of further research and classroom practice.


Digital game-based learning has received increased attention in education. As the key stakeholders in education, students, parents, and teachers may have different perceptions and attitudes towards game-based learning, which have a great impact on its adoption and dissemination. However, there is a lack of research examining how the perceptions of different stakeholders towards digital educational games may differ and influence each other. This study aimed to address the gap by investigating the perceptions of students, parents and teachers towards digital educational games, the differences and relationships between their perceptions, and possible sources of their perceptions. The study was conducted with 415 participants in China, a country that has tension between play and learning in its traditional values. The results reveal that most students, parents and teachers have certain experience playing mobile games, but with limited knowledge about educational digital games. Students have more positive perceptions towards digital educational games than teachers and parents, and the perceptions of teachers and parents are correlated with each other. After an introduction to an educational digital game, students’ and parents’ intention to recommend game-based learning increased, which, however, was not the case for teachers. Implications of the findings were discussed.


2020 ◽  
Vol 11 (4) ◽  
pp. 19
Author(s):  
Olufunmilola Abraham ◽  
Maeleigh Tidd ◽  
Megan Buechel ◽  
Tanvee Thakur ◽  
Randall Brown

Objective: To explore second- and third-year student pharmacists’ perspectives on the design and use of a digital game to teach opioid medication safety.  To explore the game-based learning approach to teach about appropriate drug use and pediatric education.   Innovation: The lead author developed MedSMA℞T: Adventures in PharmaCity, an educational video game focused on adolescent opioid safety.  Second- and third-year students in a Midwestern School of Pharmacy enrolled in an elective course focused on appropriate use of abused drugs, played the digital game during a classroom session on adolescent opioid misuse.  Using a small group discussion guide, students summarized their reflections and perspectives on gameplay. Critical Analysis: Students retained fundamental messages of the game including opioid safety and identified that social interactions contribute to decision-making and consequences of opioid misuse.  Student pharmacists found the game’s visual appearance engaging, dialogue amusing, and the settings and scenarios relatable.  Feedback regarding game controls, environment, dialogue, instructions, and level summaries was provided by students to improve the game design and content.  This project provides an example of a thoughtful approach to game-based learning in pharmacy classrooms with the purpose of enhancing student pharmacists’ knowledge about opioid safety education, communication, social collaboration, and critical-thinking.   Next Steps: Future projects can further investigate student pharmacists’ preferences of using game-based active learning.  Additionally, retention rates of students from joint lectures and game-based learning activities can be analyzed.


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