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An online game approach for improving students' learning performance in web-based problem-solving activities

Published: 01 December 2012 Publication History

Abstract

In this paper, an online game was developed in the form of a competitive board game for conducting web-based problem-solving activities. The participants of the game determined their move by throwing a dice. Each location of the game board corresponds to a gaming task, which could be a web-based information-searching question or a mini-game; the former was used to guide the participants to search for information to answer a series of questions related to the target learning issue, while the latter was used to provide supplementary materials during the gaming process. To evaluate the performance of the proposed approach, an experiment was conducted on an elementary school natural science course. The experimental results showed that the proposed approach not only significantly promoted the flow experience, learning attitudes, learning interest and technology acceptance degree of the students, but also improved their learning achievements in the web-based problem-solving activity.

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Published In

cover image Computers & Education
Computers & Education  Volume 59, Issue 4
December, 2012
308 pages

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Elsevier Science Ltd.

United Kingdom

Publication History

Published: 01 December 2012

Author Tags

  1. Digital game-based learning
  2. Interactive learning environments
  3. Online game
  4. Web-based problem solving

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  • (2024)Digital game-based learning: Pedagogical agent and feedback types on achievement, flow experience, and cognitive loadEducation and Information Technologies10.1007/s10639-023-12368-229:10(12943-12968)Online publication date: 1-Jul-2024
  • (2022)The Influence of Code.org on Computational Thinking and Learning Attitude in Block-Based Programming EducationProceedings of the 2022 6th International Conference on Education and E-Learning10.1145/3578837.3578871(235-241)Online publication date: 21-Nov-2022
  • (2022)Design and evaluation of a multi-sensory scaffolding gamification science course with mobile technology for learners with total blindnessComputers in Human Behavior10.1016/j.chb.2021.107085128:COnline publication date: 1-Mar-2022
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  • (2022)Factors affecting the Acceptance of Video Games as a Tool to improve students’ academic performance in Physical EducationEducation and Information Technologies10.1007/s10639-022-11295-y28:5(5717-5737)Online publication date: 4-Nov-2022
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