Abstract
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.
| Original language | English |
|---|---|
| Pages (from-to) | 441-458 |
| Number of pages | 18 |
| Journal | Journal of Research on Technology in Education |
| Volume | 55 |
| Issue number | 3 |
| DOIs | |
| Publication status | Published - 2023 |
Keywords
- Elementary education
- human-computer interface
- improving classroom teaching
- interactive learning environments
- teaching/learning strategies
ASJC Scopus subject areas
- Education
- Computer Science Applications