TY - GEN
T1 - Quest Island
T2 - 3rd IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning, DIGITEL 2010
AU - Chen, Zhi Hong
AU - Liao, Calvin C.Y.
AU - Chan, Tak Wai
PY - 2010
Y1 - 2010
N2 - Researchers has pointed out that educational game frameworks are still required more investigations to facilitate the harmony of game and learning, as well as its practical use in educational settings. In this paper, we propose a questdriven learning model (1) to address the design issue how to blend learning tasks with game quests. (2) to explore its educational benefits on students' goal setting and continual participation. To this end, a game-based environment, named Quest Island, is implemented based on this quest-driven learning model. In addition, an experiment was also conducted in a primary class to evaluate its effectiveness on three dimensions: goal setting, attempted quest, and accomplished rate. The questionnaire results showed that game quests can contribute to students' goal content and goal intensity. Data of attempted quests also supported game quests' positive influence on goal setting. However, students' academic achievements did not reveal significant differences between the two versions with and without game quests.
AB - Researchers has pointed out that educational game frameworks are still required more investigations to facilitate the harmony of game and learning, as well as its practical use in educational settings. In this paper, we propose a questdriven learning model (1) to address the design issue how to blend learning tasks with game quests. (2) to explore its educational benefits on students' goal setting and continual participation. To this end, a game-based environment, named Quest Island, is implemented based on this quest-driven learning model. In addition, an experiment was also conducted in a primary class to evaluate its effectiveness on three dimensions: goal setting, attempted quest, and accomplished rate. The questionnaire results showed that game quests can contribute to students' goal content and goal intensity. Data of attempted quests also supported game quests' positive influence on goal setting. However, students' academic achievements did not reveal significant differences between the two versions with and without game quests.
KW - Game based learning
KW - Quest
UR - http://www.scopus.com/inward/record.url?scp=77953777817&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=77953777817&partnerID=8YFLogxK
U2 - 10.1109/DIGITEL.2010.52
DO - 10.1109/DIGITEL.2010.52
M3 - Conference contribution
AN - SCOPUS:77953777817
SN - 9780769539935
T3 - DIGITEL 2010 - The 3rd IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning
SP - 93
EP - 100
BT - DIGITEL 2010 - The 3rd IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning
Y2 - 12 April 2010 through 16 April 2010
ER -