Han-Yu Sung, Po-Han Wu, Gwo-jen Hwang, Dai-Chi Lin
{"title":"A Learning Analytics Approach to Investigating the Impacts of Educational Gaming Behavioral Patterns on Students' Learning Achievements","authors":"Han-Yu Sung, Po-Han Wu, Gwo-jen Hwang, Dai-Chi Lin","doi":"10.1109/IIAI-AAI.2017.224","DOIUrl":null,"url":null,"abstract":"In this study, students behavioral patterns in an educational game were investigated by conducting a digital game-based learning activity in an elementary school science course. Moreover, the behavioral patterns of the highachievement and low-achievement students were compared to explore the possible educational gaming behavioral patterns affecting the students learning achievements. It was found that the high-achievement students showed more deep thinking and reflective behavioral patterns than the low-achievement ones, implying the necessity of incorporating learning strategies to guide students to have deep thinking and reflective behaviors during the digital game-based learning process. The finding of this study provides a good reference for researchers and school teachers who intend to employ the digital game-based learning approach.","PeriodicalId":281712,"journal":{"name":"2017 6th IIAI International Congress on Advanced Applied Informatics (IIAI-AAI)","volume":"43 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2017-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"6","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2017 6th IIAI International Congress on Advanced Applied Informatics (IIAI-AAI)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/IIAI-AAI.2017.224","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 6
Abstract
In this study, students behavioral patterns in an educational game were investigated by conducting a digital game-based learning activity in an elementary school science course. Moreover, the behavioral patterns of the highachievement and low-achievement students were compared to explore the possible educational gaming behavioral patterns affecting the students learning achievements. It was found that the high-achievement students showed more deep thinking and reflective behavioral patterns than the low-achievement ones, implying the necessity of incorporating learning strategies to guide students to have deep thinking and reflective behaviors during the digital game-based learning process. The finding of this study provides a good reference for researchers and school teachers who intend to employ the digital game-based learning approach.