Serious game-based learning and learning by making games: Types of game-based pedagogies and student gaming hours impact students' science learning outcomes

IF 8.9 1区 教育学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Ai-Chu Elisha Ding , Cheng-Han Yu
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Abstract

Game-based learning (GBL) has garnered significant attention as a means to enhance student science learning. However, researchers often broadly categorize GBL without specific attention to teachers' practices or the different game-based pedagogies (GBPs) such as serious game-based learning and learning by making games. Serious game-based learning involves the use of games designed primarily for purposes beyond entertainment, engaging students in learning activities. Learning by making games goes further by enabling students to construct and expand their knowledge through creative activities. Furthermore, the impact of students' weekly gaming hours on their academic performance under different GBPs has not been thoroughly explored. In this study, we analyzed pre- and post-science unit assessment data to investigate the effects of serious game-based learning and learning by making games, along with gaming hours, on the science learning outcomes of 129 sixth-grade students in a Midwestern urban school district in the United States. Employing Bayesian paired t-tests and ANOVA, we examined the effects of two GBPs (serious game learning and game-making) implemented by two science teachers and the interaction between each GBP and students' weekly gaming hours. Our findings indicate that both GBPs led to improvements in students’ learning, with those participating in making games showing an average increase of 3.5 points more on the posttests than those engaged in serious game-based learning. Additionally, data on student-reported weekly gaming hours showed that in both GBP conditions, students with medium gaming hours showed the most improvement compared to those with fewer or more gaming hours. There was also a potential interaction between types of GBP and the effect of gaming hours outcomes in that the learning gain difference between the two GBPs was more pronounced among students reporting fewer gaming hours, although this effect was not significant. This study contributes to the GBL field by providing practical design recommendations for integrating GBL into formal Kindergarten to 12th grade (K-12) settings, taking into account teachers' pedagogical agency and students' gaming experiences.

基于游戏的严肃学习和通过制作游戏进行学习:游戏教学法的类型和学生游戏时间对学生科学学习成果的影响
基于游戏的学习(GBL)作为促进学生科学学习的一种手段,已经引起了广泛关注。然而,研究人员通常对 GBL 进行宽泛的分类,而没有具体关注教师的实践或不同的基于游戏的教学法(GBPs),如基于游戏的严肃学习和通过制作游戏进行学习。基于游戏的严肃学习涉及使用主要为娱乐以外的目的而设计的游戏,让学生参与学习活动。通过制作游戏进行学习则更进一步,使学生能够通过创造性活动构建和扩展知识。此外,关于学生每周游戏时数对他们在不同国家教学标准下的学业成绩的影响,还没有进行深入探讨。在本研究中,我们分析了科学单元前后的评估数据,研究了基于严肃游戏的学习和通过制作游戏进行学习,以及游戏时间对美国中西部城市学区129名六年级学生科学学习成绩的影响。通过贝叶斯配对 t 检验和方差分析,我们研究了由两位科学教师实施的两种 GBP(严肃游戏学习和游戏制作)的效果,以及每种 GBP 与学生每周游戏时间之间的交互作用。我们的研究结果表明,两种 GBP 都提高了学生的学习成绩,参与游戏制作的学生在后测成绩上比参与严肃游戏学习的学生平均提高了 3.5 分。此外,学生报告的每周游戏时间数据显示,在两种 GBP 条件下,与游戏时间较少或较多的学生相比,游戏时间中等的学生的进步最大。此外,GBP类型与游戏时长的影响之间还存在潜在的交互作用,即两种GBP之间的学习收获差异在游戏时长较少的学生中更为明显,尽管这种影响并不显著。本研究为将 GBL 纳入正规幼儿园至十二年级(K-12)课程提供了实用的设计建议,同时考虑到了教师的教学机构和学生的游戏体验,从而为 GBL 领域做出了贡献。
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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来源期刊
Computers & Education
Computers & Education 工程技术-计算机:跨学科应用
CiteScore
27.10
自引率
5.80%
发文量
204
审稿时长
42 days
期刊介绍: Computers & Education seeks to advance understanding of how digital technology can improve education by publishing high-quality research that expands both theory and practice. The journal welcomes research papers exploring the pedagogical applications of digital technology, with a focus broad enough to appeal to the wider education community.
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