TY - JOUR
T1 - Gestalt perception
T2 - A game designed to explore players’ gameplay self-efficacy and anxiety reflected in their learning effects
AU - Hong, Jon Chao
AU - Hwang, Ming Yueh
AU - Hsu, Hui Ting
AU - Tai, Kai Hsin
N1 - Publisher Copyright:
© 2021 ISTE.
PY - 2023
Y1 - 2023
N2 - Gestalt perception relates to inferring a holistic scene from separate elements. Using this theory, an application game named Gestalt Puzzle was designed for students to play by recognizing a few parts of an image to reason the whole image of a particular object. Cognitive style can be divided into field independence (FI) and field dependence (FD) depending on individuals’ ability to identify minor components of a whole image. To understand the gameplay learning effect, this study explored how players’ field-independent cognitive style (FI-CS) interacted with their gameplay performance as the two types of cognitive styles were mediated by their self-efficacy and gameplay anxiety in a competition setting. Data from 112 sixth-grade students were collected for confirmatory factor analysis with structural equation modeling. First, participants completed a trial to familiarize themselves with the functions and mechanism of the game; second, all of the participants were divided into teams to compete against each other for 15 minutes by identifying Chinese paintings; they then completed a questionnaire. The results of this study indicated that FI-CS was positively related to gameplay self-efficacy, but negatively related to gameplay anxiety; perceived utility value could be positively predicted by gameplay self-efficacy, but negatively predicted by gameplay anxiety; and perceived value was positively related to game performance. Moreover, FI-CS was positively related to perceived value mediated by gameplay self-efficacy and gameplay anxiety. The implication of this study is that the Gestalt perception game may engage FI-CS learners with higher levels of gameplay self-efficacy, perceived value, and performance, but a lower level of gameplay anxiety. The present study findings imply that teachers can use Gestalt perception games to promote students’ learning of Taiwanese culture.
AB - Gestalt perception relates to inferring a holistic scene from separate elements. Using this theory, an application game named Gestalt Puzzle was designed for students to play by recognizing a few parts of an image to reason the whole image of a particular object. Cognitive style can be divided into field independence (FI) and field dependence (FD) depending on individuals’ ability to identify minor components of a whole image. To understand the gameplay learning effect, this study explored how players’ field-independent cognitive style (FI-CS) interacted with their gameplay performance as the two types of cognitive styles were mediated by their self-efficacy and gameplay anxiety in a competition setting. Data from 112 sixth-grade students were collected for confirmatory factor analysis with structural equation modeling. First, participants completed a trial to familiarize themselves with the functions and mechanism of the game; second, all of the participants were divided into teams to compete against each other for 15 minutes by identifying Chinese paintings; they then completed a questionnaire. The results of this study indicated that FI-CS was positively related to gameplay self-efficacy, but negatively related to gameplay anxiety; perceived utility value could be positively predicted by gameplay self-efficacy, but negatively predicted by gameplay anxiety; and perceived value was positively related to game performance. Moreover, FI-CS was positively related to perceived value mediated by gameplay self-efficacy and gameplay anxiety. The implication of this study is that the Gestalt perception game may engage FI-CS learners with higher levels of gameplay self-efficacy, perceived value, and performance, but a lower level of gameplay anxiety. The present study findings imply that teachers can use Gestalt perception games to promote students’ learning of Taiwanese culture.
KW - Elementary education
KW - human-computer interface
KW - improving classroom teaching
KW - interactive learning environments
KW - teaching/learning strategies
UR - http://www.scopus.com/inward/record.url?scp=85114784606&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85114784606&partnerID=8YFLogxK
U2 - 10.1080/15391523.2021.1967819
DO - 10.1080/15391523.2021.1967819
M3 - Article
AN - SCOPUS:85114784606
SN - 1539-1523
VL - 55
SP - 441
EP - 458
JO - Journal of Research on Technology in Education
JF - Journal of Research on Technology in Education
IS - 3
ER -