TY - GEN
T1 - Edventure
T2 - 15th International Conference on Information Technology Based Higher Education and Training, ITHET 2016
AU - Wang, Chang Hung
AU - Hsu, Yu Chun
AU - Yeh, Ping Cheng
AU - Lin, Chia Yu
AU - Lai, I. Wei
N1 - Publisher Copyright:
© 2016 IEEE.
PY - 2016/11/28
Y1 - 2016/11/28
N2 - In this paper, we develop the game-based system Edventure that transforms the tedious homework or in-class exercise into a game, where students compete with each other through preparing and solving problems. Edventure has many advantages over traditional homework, e.g., cooperative learning and less routines for the homework preparation. Most importantly, the system elevates the students' motivations and enables them to yield better learning outcome by actively doing their homework. Specifically, while students apply the knowledge when solving problems in traditional homework, in Edventure they have to prepare problems for their peers, which requires the skill like analysis, evaluation and creation. Compared with applying, evaluating and creating belong to higher cognitive levels in the revised Bloom's taxonomy. We adopt Edventure in the course Differential Equation to demonstrate its efficacy. From the evaluation results, around 70% students learn cooperatively and solve more homework problems when using Edventure.
AB - In this paper, we develop the game-based system Edventure that transforms the tedious homework or in-class exercise into a game, where students compete with each other through preparing and solving problems. Edventure has many advantages over traditional homework, e.g., cooperative learning and less routines for the homework preparation. Most importantly, the system elevates the students' motivations and enables them to yield better learning outcome by actively doing their homework. Specifically, while students apply the knowledge when solving problems in traditional homework, in Edventure they have to prepare problems for their peers, which requires the skill like analysis, evaluation and creation. Compared with applying, evaluating and creating belong to higher cognitive levels in the revised Bloom's taxonomy. We adopt Edventure in the course Differential Equation to demonstrate its efficacy. From the evaluation results, around 70% students learn cooperatively and solve more homework problems when using Edventure.
KW - Cooperative learning
KW - education
KW - gamification
KW - learning technology
KW - revised Bloom's taxonomy
UR - http://www.scopus.com/inward/record.url?scp=85007364249&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85007364249&partnerID=8YFLogxK
U2 - 10.1109/ITHET.2016.7760719
DO - 10.1109/ITHET.2016.7760719
M3 - Conference contribution
AN - SCOPUS:85007364249
T3 - 2016 15th International Conference on Information Technology Based Higher Education and Training, ITHET 2016
BT - 2016 15th International Conference on Information Technology Based Higher Education and Training, ITHET 2016
PB - Institute of Electrical and Electronics Engineers Inc.
Y2 - 8 September 2016 through 10 September 2016
ER -