Learning with a digital escape room game: before or after instruction?

IF 3.1 Q1 EDUCATION & EDUCATIONAL RESEARCH
Josef Buchner, Martina Rüter, Michael Kerres
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引用次数: 11

Abstract

In this study, we investigated whether playing an escape room game after explicit instruction (instruction-first group, N = 20) is more effective to learn about copyright and media law than playing the game before explicit instruction (problem-solving-first group, N = 21). This is an important question as escape room games are complex, problem-based learning environments that can overwhelm learners and thus hinder the acquisition of knowledge and skills. According to cognitive load theory, preparing learners with explicit instruction before problem-solving activities can overcome this problem leading to better learning. However, in the productive failure paradigm problem-solving before explicit instruction is seen as more effective, especially when it comes to the application of newly acquired knowledge to solve novel problems. Based on these two theories, we conducted an experiment and found that playing the developed digital escape room game after explicit instruction was more effective for knowledge retention and domain-specific self-efficacy with at the same time lower cognitive load. However, we found no differences regarding the application of knowledge as both groups scored equally high on transfer tasks. The result is discussed considering previous productive failure studies mostly conducted in the science and engineering domain. In sum, the instruction first approach proved to be effective for both knowledge acquisition and knowledge application, leading to higher domain-specific self-efficacy and lower cognitive load. Therefore, we conclude that the implementation of escape room games after instruction is an effective instructional approach and better suited to promote learning than playing escape room games before instruction.

Supplementary information: The online version contains supplementary material available at 10.1186/s41039-022-00187-x.

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用数字密室逃生游戏学习:在指导之前还是之后?
在本研究中,我们调查了在明确指导后(指导优先组,N = 20)玩密室逃脱游戏是否比在明确指导前(问题解决优先组,N = 21)玩游戏更有效地学习版权和媒体法。这是一个重要的问题,因为密室逃脱游戏是复杂的、基于问题的学习环境,可能会让学习者不知所措,从而阻碍知识和技能的获取。根据认知负荷理论,在解决问题活动之前给学习者提供明确的指导可以克服这一问题,从而更好地学习。然而,在生产性失败范式中,在明确指导之前解决问题被认为是更有效的,特别是当涉及到应用新获得的知识来解决新问题时。基于这两种理论,我们进行了实验,发现在显性指导下玩已开发的数字密室逃脱游戏对知识保留和领域特定自我效能更有效,同时认知负荷更低。然而,我们发现在知识应用方面没有差异,因为两组在迁移任务上的得分一样高。考虑到以往的生产失效研究大多是在科学和工程领域进行的,对结果进行了讨论。综上所述,教学优先的方法对知识获取和知识应用都有效,导致更高的领域特定自我效能感和更低的认知负荷。因此,我们得出结论,在教学后实施密室逃生游戏是一种有效的教学方法,比在教学前玩密室逃生游戏更适合促进学习。补充资料:在线版本提供补充资料,编号:10.1186/s41039-022-00187-x。
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
CiteScore
7.10
自引率
3.10%
发文量
28
审稿时长
13 weeks
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