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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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.
由具有高先验知识的成员组成的组合最有利于基于数字游戏的协作学习
为了更好地理解协作前因、过程和结果之间的联系,本研究旨在探讨小组组成对基于游戏的协作学习的影响,并探讨小组成员之间潜在的脑间动力学。采用单因素(基于先验知识的分组)受试者间设计实验研究。106名学生被分配到三个条件中的一个(高-高:两个成员都有高水平的先验知识;高低:一名成员的先验知识水平高,另一名成员的先验知识水平低;low-low:两名成员的先验知识水平都很低),并在头上戴着近红外设备执行数字游戏任务。结果表明:(1)高-高作文条件下的学习者比高-低和低-低作文条件下的学习者表现出更高的人际神经同步性、更积极的学习表现、更低的感知内在认知负荷和更高的感知学习动机的优势。(2)高-低作文条件下的学习者比低-低作文条件下的学习者表现出一定的优势。(3)在高-高作文条件下,人际神经同步与感知互动质量和学习保留呈正相关;(4)感知交互质量在人际神经同步预测学习保留中起中介作用。近年来的研究表明,当拥有高先验知识的学生合作时,学习效果最佳。这些发现与交易成本假说的原则一致,为如何在DGBL中进行协作学习提供了教学指导,并增强了我们对潜在认知和神经机制的理解。
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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