Optimizing experiential learning in science education: The role of two-tier testing in digital game-based learning

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Minkai Wang , Jingdong Zhu , Hanjie Gu , Jie Zhang , Dan Wu , Peijuan Wang
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引用次数: 0

Abstract

Science education aims to cultivate students’ scientific literacy, problem-solving abilities, and critical thinking skills through engaging and effective instructional approaches. However, traditional teaching methods often struggle to foster deep conceptual understanding and sustained interest in scientific learning. To address these challenges, digital game-based learning (DGBL) has emerged as a promising approach, providing an enjoyable, interactive, and immersive environment that enables students to experience and apply scientific knowledge in authentic contexts. Building upon this foundation, this study explores the effectiveness of two-tier test-based digital game-based learning (TT-DGBL), which integrates diagnostic assessments within a game environment to identify and correct students’ misconceptions through adaptive feedback. A quasi-experimental design was employed to compare the impact of TT-DGBL and conventional DGBL on academic performance and flow experience among sixth-grade students. Additionally, lag sequential analysis was conducted to examine students’ behavioral patterns in the game-based learning process. The findings indicate that TT-DGBL significantly enhances students’ academic performance and flow experience, while also promoting positive and sustained learning behaviors more effectively than conventional DGBL. These results suggest that incorporating two-tier testing into DGBL can serve as an effective strategy for fostering deeper engagement and conceptual understanding in science education.
优化科学教育中的体验式学习:双层测试在数字游戏学习中的作用
科学教育的目的是通过参与和有效的教学方法培养学生的科学素养、解决问题的能力和批判性思维技能。然而,传统的教学方法往往难以培养深刻的概念理解和对科学学习的持续兴趣。为了应对这些挑战,基于数字游戏的学习(DGBL)作为一种很有前途的方法出现了,它提供了一个愉快的、互动的、沉浸式的环境,使学生能够在真实的环境中体验和应用科学知识。在此基础上,本研究探讨了基于两层测试的数字游戏学习(TT-DGBL)的有效性,该方法将诊断评估整合到游戏环境中,通过自适应反馈来识别和纠正学生的误解。采用准实验设计比较了TT-DGBL和常规DGBL对六年级学生学习成绩和心流体验的影响。此外,采用滞后序列分析来考察学生在游戏学习过程中的行为模式。研究结果表明,TT-DGBL显著提高了学生的学习成绩和心流体验,同时比传统DGBL更有效地促进了积极和持续的学习行为。这些结果表明,将两层测试纳入DGBL可以作为一种有效的策略,促进科学教育中更深层次的参与和概念理解。
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
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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