TY - GEN
T1 - Exploring interactive patterns among students in competitive games by a mixed approach
AU - Liao, Calvin C.Y.
AU - Chen, Zhi Hong
AU - Yang, Euphony F.Y.
AU - Chen, Fei Ching
AU - Chan, Tak Wai
PY - 2010
Y1 - 2010
N2 - Recently, many researchers are interested in the game-based learning environment. However, few empirical studies investigated the issues of surrounding influence between real classroom context and virtual environment context. Hence, this study examines the interactions among students in the situation of competitive games. We implemented a game-based learning environment, entitled My-Pet-My-Quest, and a study was conducted in an elementary after-school club for 29 students over a four-month period. This study employed a mixed approach for data collection and analysis that contains collecting system records data, observation comments, and questionnaires, as well as adopting social network analysis and regression analyses. The results showed that 1) the students' self-reported friendship states predict the extent to which they interact with their friend in on-line environment; 2) the interactive patterns of schoolboy and schoolgirl differ regarding their genders in game-based learning environment; and 3) an elementary school student in the competitive game not only competed with others, but also enhanced the social interaction and emotional communication. Some suggestions about the results were also discussed. Firstly, researchers could use mixed methods to explore the patterns of interaction on game-based learning environments; secondly, researchers could adopt social network analysis for the design of game-based learning environments; finally, researchers could comprehend the interactive patterns of real classrooms and virtual competitive games.
AB - Recently, many researchers are interested in the game-based learning environment. However, few empirical studies investigated the issues of surrounding influence between real classroom context and virtual environment context. Hence, this study examines the interactions among students in the situation of competitive games. We implemented a game-based learning environment, entitled My-Pet-My-Quest, and a study was conducted in an elementary after-school club for 29 students over a four-month period. This study employed a mixed approach for data collection and analysis that contains collecting system records data, observation comments, and questionnaires, as well as adopting social network analysis and regression analyses. The results showed that 1) the students' self-reported friendship states predict the extent to which they interact with their friend in on-line environment; 2) the interactive patterns of schoolboy and schoolgirl differ regarding their genders in game-based learning environment; and 3) an elementary school student in the competitive game not only competed with others, but also enhanced the social interaction and emotional communication. Some suggestions about the results were also discussed. Firstly, researchers could use mixed methods to explore the patterns of interaction on game-based learning environments; secondly, researchers could adopt social network analysis for the design of game-based learning environments; finally, researchers could comprehend the interactive patterns of real classrooms and virtual competitive games.
KW - Competitive game
KW - Game-based learning environment
KW - Social network analysis
UR - http://www.scopus.com/inward/record.url?scp=84863115404&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84863115404&partnerID=8YFLogxK
M3 - Conference contribution
AN - SCOPUS:84863115404
SN - 9789834251253
T3 - Proceedings of the 18th International Conference on Computers in Education: Enhancing and Sustaining New Knowledge Through the Use of Digital Technology in Education, ICCE 2010
SP - 153
EP - 160
BT - Proceedings of the 18th International Conference on Computers in Education
T2 - 18th International Conference on Computers in Education: Enhancing and Sustaining New Knowledge Through the Use of Digital Technology in Education, ICCE 2010
Y2 - 29 November 2010 through 3 December 2010
ER -