TY - JOUR
T1 - The design and evaluation of a multi-scaffolding game-based career education teaching module with mobile technology for high school students with mild intellectual disabilities
AU - Chang, Chien Huey Sophie
AU - Chen, Ching Yi
AU - Kuo, Chih Chen
AU - Hou, Huei Tse
N1 - Publisher Copyright:
ISSN 1436–4522 (online) and 1176–3647 (print). DOI 10.30191/ETS. This article of Educational Technology & Society is available under Creative Commons CC-BY-NC-ND 3.0 license (https://creativecommons.org/licenses/by-nc-nd/3.0/). For further queries, please contact Editors at [email protected].
PY - 2024
Y1 - 2024
N2 - This study aimed to use a game-based learning (GBL) module with multi-scaffolding and mobile technology for high school students with mild intellectual disabilities (MID) to assist them in learning career education knowledge. This study used a quasi-experimental method to investigate the participants’ learning effectiveness, motivation, flow state, game acceptance, and learning behavior patterns (LBP). The differences in the LBP of the high and low learning effectiveness groups and the high and low flow state groups were also investigated. In total, 32 high school students with MID participated in this study. The results show that the GBL module with the multi-scaffolding mechanism could improve their learning effectiveness, motivation, flow state, game acceptance, and LBP and reduce their distraction behavior in the learning activities. The results of the sequential analysis indicated the significance of the behavior of reflection and discussions in the high learning effectiveness group. Additionally, the high-flow state group tended to try multiple strategies to complete the learning tasks. Furthermore, the game mechanism embodied collaborative peer interaction; even when the high-flow group became distracted, they returned to the tasks and continued the discussions with peers.
AB - This study aimed to use a game-based learning (GBL) module with multi-scaffolding and mobile technology for high school students with mild intellectual disabilities (MID) to assist them in learning career education knowledge. This study used a quasi-experimental method to investigate the participants’ learning effectiveness, motivation, flow state, game acceptance, and learning behavior patterns (LBP). The differences in the LBP of the high and low learning effectiveness groups and the high and low flow state groups were also investigated. In total, 32 high school students with MID participated in this study. The results show that the GBL module with the multi-scaffolding mechanism could improve their learning effectiveness, motivation, flow state, game acceptance, and LBP and reduce their distraction behavior in the learning activities. The results of the sequential analysis indicated the significance of the behavior of reflection and discussions in the high learning effectiveness group. Additionally, the high-flow state group tended to try multiple strategies to complete the learning tasks. Furthermore, the game mechanism embodied collaborative peer interaction; even when the high-flow group became distracted, they returned to the tasks and continued the discussions with peers.
KW - Career education
KW - Game-based learning
KW - Mild intellectual disabilities
KW - Mobile technology
KW - Multi-scaffolding
UR - https://www.scopus.com/pages/publications/85205766098
UR - https://www.scopus.com/pages/publications/85205766098#tab=citedBy
U2 - 10.30191/ETS.202410_27(4).RP06
DO - 10.30191/ETS.202410_27(4).RP06
M3 - Article
AN - SCOPUS:85205766098
SN - 1176-3647
VL - 27
SP - 90
EP - 108
JO - Educational Technology and Society
JF - Educational Technology and Society
IS - 4
ER -