Han-Yu Sung, Po-Han Wu, Gwo-jen Hwang, Dai-Chi Lin
{"title":"研究教育游戏行为模式对学生学习成绩影响的学习分析方法","authors":"Han-Yu Sung, Po-Han Wu, Gwo-jen Hwang, Dai-Chi Lin","doi":"10.1109/IIAI-AAI.2017.224","DOIUrl":null,"url":null,"abstract":"In this study, students behavioral patterns in an educational game were investigated by conducting a digital game-based learning activity in an elementary school science course. Moreover, the behavioral patterns of the highachievement and low-achievement students were compared to explore the possible educational gaming behavioral patterns affecting the students learning achievements. It was found that the high-achievement students showed more deep thinking and reflective behavioral patterns than the low-achievement ones, implying the necessity of incorporating learning strategies to guide students to have deep thinking and reflective behaviors during the digital game-based learning process. The finding of this study provides a good reference for researchers and school teachers who intend to employ the digital game-based learning approach.","PeriodicalId":281712,"journal":{"name":"2017 6th IIAI International Congress on Advanced Applied Informatics (IIAI-AAI)","volume":"43 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2017-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"6","resultStr":"{\"title\":\"A Learning Analytics Approach to Investigating the Impacts of Educational Gaming Behavioral Patterns on Students' Learning Achievements\",\"authors\":\"Han-Yu Sung, Po-Han Wu, Gwo-jen Hwang, Dai-Chi Lin\",\"doi\":\"10.1109/IIAI-AAI.2017.224\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In this study, students behavioral patterns in an educational game were investigated by conducting a digital game-based learning activity in an elementary school science course. Moreover, the behavioral patterns of the highachievement and low-achievement students were compared to explore the possible educational gaming behavioral patterns affecting the students learning achievements. It was found that the high-achievement students showed more deep thinking and reflective behavioral patterns than the low-achievement ones, implying the necessity of incorporating learning strategies to guide students to have deep thinking and reflective behaviors during the digital game-based learning process. The finding of this study provides a good reference for researchers and school teachers who intend to employ the digital game-based learning approach.\",\"PeriodicalId\":281712,\"journal\":{\"name\":\"2017 6th IIAI International Congress on Advanced Applied Informatics (IIAI-AAI)\",\"volume\":\"43 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2017-07-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"6\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2017 6th IIAI International Congress on Advanced Applied Informatics (IIAI-AAI)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/IIAI-AAI.2017.224\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2017 6th IIAI International Congress on Advanced Applied Informatics (IIAI-AAI)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/IIAI-AAI.2017.224","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
A Learning Analytics Approach to Investigating the Impacts of Educational Gaming Behavioral Patterns on Students' Learning Achievements
In this study, students behavioral patterns in an educational game were investigated by conducting a digital game-based learning activity in an elementary school science course. Moreover, the behavioral patterns of the highachievement and low-achievement students were compared to explore the possible educational gaming behavioral patterns affecting the students learning achievements. It was found that the high-achievement students showed more deep thinking and reflective behavioral patterns than the low-achievement ones, implying the necessity of incorporating learning strategies to guide students to have deep thinking and reflective behaviors during the digital game-based learning process. The finding of this study provides a good reference for researchers and school teachers who intend to employ the digital game-based learning approach.