Understanding Student Navigation Patterns in Game-Based Learning

Min Liu, Ying Cai, Song-Ae Han, Peixia Shao
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引用次数: 1

Abstract

Research on learning analytics (LA) has focused mostly at the university level. LA research in the K–12 setting is needed. This study aimed to understand 4,115 middle school students’ learning paths based on their behavioural patterns and the relationship with performance levels when they used a digital learning game as their science curriculum. The findings showed significant positive relationships between various tool uses and performance measures and varied tool use patterns at different problem-solving phases by high- and low-performing students. The results indicated that students who used tools appropriately and wisely, given the phase they were at, were more likely to succeed. The findings offered an insightful glimpse of learners’ navigation patterns in relation to their performance and provided much-needed empirical evidence to support using analytics for game-based learning in K–12 education. The findings also revealed that log data cannot explain all learners’ actions. Implications for both research and practice are discussed.
理解基于游戏的学习中的学生导航模式
学习分析(LA)的研究主要集中在大学层面。需要在K-12背景下进行洛杉矶研究。本研究旨在了解4115名中学生在使用数字学习游戏作为科学课程时,基于行为模式的学习路径及其与成绩水平的关系。研究结果表明,在不同的问题解决阶段,不同的工具使用和表现测量之间存在显著的正相关关系,以及不同的工具使用模式。结果表明,考虑到他们所处的阶段,恰当而明智地使用工具的学生更有可能成功。这些发现为学习者的导航模式与他们的表现之间的关系提供了深刻的见解,并提供了急需的经验证据来支持在K-12教育中使用基于游戏的学习分析。研究结果还表明,日志数据不能解释所有学习者的行为。讨论了对研究和实践的启示。
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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