Rosalie C. Leal, Kelvin Kris C. Gonzales, Allan R. Leal
{"title":"通过电脑游戏学习逻辑","authors":"Rosalie C. Leal, Kelvin Kris C. Gonzales, Allan R. Leal","doi":"10.1145/3290511.3290559","DOIUrl":null,"url":null,"abstract":"A computer-based game (CBG) as a potential learning tool in teaching is indispensable in the life of the 21st millennium learners. This study is an added literature to the development and validation of computer-based games as a learning tool. The respondents of the study include faculty members and students of Isabela State University. The methodology which included the validation of the quiz scores using paper and pencil and computer-based games method was used. Descriptive statistics was employed particularly mean and standard deviation in order to analyze the data with regards to validity of the CBG and the students' feedback. The t-test for correlated samples was also utilized to determine the significant difference between the paper and pencil scores and computer based-games scores. It was found out that the computer-based games are valid in terms of education and playability attribute and therefore, are good materials in learning logic. Moreover, there was a significant difference between the Computer-based games and Paper and Pencil scores of students and a positive feedback towards CBG were also drawn from them.","PeriodicalId":446455,"journal":{"name":"International Conference on Education Technology and Computer","volume":"67 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-10-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Learning logic through computer-based games\",\"authors\":\"Rosalie C. Leal, Kelvin Kris C. Gonzales, Allan R. Leal\",\"doi\":\"10.1145/3290511.3290559\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"A computer-based game (CBG) as a potential learning tool in teaching is indispensable in the life of the 21st millennium learners. This study is an added literature to the development and validation of computer-based games as a learning tool. The respondents of the study include faculty members and students of Isabela State University. The methodology which included the validation of the quiz scores using paper and pencil and computer-based games method was used. Descriptive statistics was employed particularly mean and standard deviation in order to analyze the data with regards to validity of the CBG and the students' feedback. The t-test for correlated samples was also utilized to determine the significant difference between the paper and pencil scores and computer based-games scores. It was found out that the computer-based games are valid in terms of education and playability attribute and therefore, are good materials in learning logic. Moreover, there was a significant difference between the Computer-based games and Paper and Pencil scores of students and a positive feedback towards CBG were also drawn from them.\",\"PeriodicalId\":446455,\"journal\":{\"name\":\"International Conference on Education Technology and Computer\",\"volume\":\"67 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2018-10-26\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"International Conference on Education Technology and Computer\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3290511.3290559\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Conference on Education Technology and Computer","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3290511.3290559","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
A computer-based game (CBG) as a potential learning tool in teaching is indispensable in the life of the 21st millennium learners. This study is an added literature to the development and validation of computer-based games as a learning tool. The respondents of the study include faculty members and students of Isabela State University. The methodology which included the validation of the quiz scores using paper and pencil and computer-based games method was used. Descriptive statistics was employed particularly mean and standard deviation in order to analyze the data with regards to validity of the CBG and the students' feedback. The t-test for correlated samples was also utilized to determine the significant difference between the paper and pencil scores and computer based-games scores. It was found out that the computer-based games are valid in terms of education and playability attribute and therefore, are good materials in learning logic. Moreover, there was a significant difference between the Computer-based games and Paper and Pencil scores of students and a positive feedback towards CBG were also drawn from them.