Dyads composed of members with high prior knowledge are most conducive to digital game-based collaborative learning

IF 8.9 1区 教育学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Yang Gui , Zhihui Cai , Si Zhang , Xitao Fan
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引用次数: 0

Abstract

To develop better understanding of the links among collaborative antecedents, processes, and outcomes, this study aims to investigate the effects of group composition on game-based collaborative learning and to explore the underlying interbrain dynamics between group members. A one-factor (group composition based on prior knowledge) between-subjects design experimental study was conducted. 106 students were assigned to one of the three conditions (high-high: both members with high level of prior knowledge; high-low: one member with high level, and the other with low level, of prior knowledge; low-low: both members with low level of prior knowledge) and performed digital game tasks while wearing near-infrared devices on their heads. The results showed that.
(1) Learners in the high-high composition condition showed advantages over those in high-low and low-low composition conditions (i.e., higher interpersonal neural synchronization, more positive learning performance, lower perceived intrinsic cognitive load, and higher perceived learning motivation).
(2) Learners in the high-low composition condition showed some advantages over those in the low-low composition condition (i.e., more positive learning performance).
(3) Interpersonal neural synchronization in the high-high composition condition was positively related to perceived interaction quality and learning retention; and
(4) The perceived interaction quality played a mediating role in interpersonal neural synchronization predicting learning retention.
Recent studies have revealed that the optimal learning effect was achieved when students possessing a high prior knowledge collaborate. These findings, while aligned with the principles of transaction cost hypothesis, provided pedagogical guidance on how to conduct collaborative learning in DGBL and enhanced our understanding about the underlying cognitive and neural mechanisms.
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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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