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 - Funding Information:
This work was financially supported by the “Institute for Research Excellence in Learning Sciences” of National Taiwan Normal University (NTNU) from The Featured Areas Research Center Program within the framework of the Higher Education Sprout Project by the Ministry of Education (MOE) in Taiwan and also the Ministry of Science and Technology in Taiwan under grant number MOST 104-2511-S-003-003 and MOST 105-2511-S-003-002.
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
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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 -