Learning logic through computer-based games

Rosalie C. Leal, Kelvin Kris C. Gonzales, Allan R. Leal
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引用次数: 1

Abstract

A computer-based game (CBG) as a potential learning tool in teaching is indispensable in the life of the 21st millennium learners. This study is an added literature to the development and validation of computer-based games as a learning tool. The respondents of the study include faculty members and students of Isabela State University. The methodology which included the validation of the quiz scores using paper and pencil and computer-based games method was used. Descriptive statistics was employed particularly mean and standard deviation in order to analyze the data with regards to validity of the CBG and the students' feedback. The t-test for correlated samples was also utilized to determine the significant difference between the paper and pencil scores and computer based-games scores. It was found out that the computer-based games are valid in terms of education and playability attribute and therefore, are good materials in learning logic. Moreover, there was a significant difference between the Computer-based games and Paper and Pencil scores of students and a positive feedback towards CBG were also drawn from them.
通过电脑游戏学习逻辑
电脑游戏作为一种潜在的教学学习工具,在21世纪学习者的生活中是不可或缺的。这项研究是对电脑游戏作为学习工具的发展和验证的补充文献。本研究的受访者包括伊莎贝拉州立大学的教职员工和学生。研究方法包括纸笔测验和电脑游戏两种方法。采用描述性统计,特别是均值和标准差,以分析数据的效度和学生的反馈。相关样本的t检验也被用来确定纸笔分数和电脑游戏分数之间的显著差异。结果表明,电脑游戏在教育和可玩性方面是有效的,是学习逻辑的良好材料。此外,学生在电脑游戏和纸笔游戏上的得分也有显著差异,他们对CBG也有积极的反馈。
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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