Game-Based Learning Effectiveness and Motivation Study between Competitive and Cooperative Modes

Chang-Hsin Lin, Shu-Hsien Huang, Ju-Ling Shih, A. Covaci, G. Ghinea
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引用次数: 21

Abstract

The aim of this paper is to compare the learning effectiveness and learning motivation of digital game-based learning between the competitive and the cooperative mode. Forty-seven junior high school students were invited to participate in the learning experiment. The students were divided into two groups and played Fragrance Channel in two different modes. Pre-and post-tests were used to evaluate students' learning effectiveness under different conditions and an IMMS questionnaire was used to evaluate learning motivation. The results show no significant differences for both groups when evaluating learning effectiveness and motivation. However, both groups presented significant differences between their pre-and post-tests conditions when it comes to the acquired knowledge. We identified significant differences also for the satisfaction level showing that students enjoyed it more to play in the competitive mode.
基于博弈的竞争与合作模式学习效能与动机研究
本文的目的是比较竞争模式和合作模式下数字游戏学习的学习效果和学习动机。邀请47名初中生参与学习实验。学生们被分成两组,以两种不同的模式播放《香氛频道》。采用前测和后测评估不同条件下学生的学习效果,采用IMMS问卷评估学生的学习动机。结果显示,两组学生在评估学习效果和学习动机方面没有显著差异。然而,当涉及到获得的知识时,两组在测试前和测试后的情况下都表现出显著的差异。我们还发现了满意度的显著差异,表明学生更喜欢在竞争模式下玩游戏。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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