The learning effectiveness of blended and embodied interactive video game on kindergarten students

Chih Min Tsai*, Jon Chao Hong, Ya Jiuan Ho

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contribution

5 Citations (Scopus)

Abstract

We developed an embodied interactive video game (EIVG) that is both educational and entertaining in the hope of using such system to explore the differences that exist in learning effectiveness between blended and pure digital learning. Apart from conducting experiments by having the children learned using the EIVG, we also involved teachers as part of the study helping us observe the emotional aspect of the children. The results of the study can be summarized into the following: 1 The effectiveness of blended learning is much better comparing to that of pure digital learning. 2 The effectiveness of EIVG learning of boys is better than girls. However there is no significant difference between them. 3 The EIVG is highly entertaining which results in learning objects remain highly interested and focused throughout the study. Both types of learning can effectively improve the learning outcomes of the objects.

Original languageEnglish
Title of host publicationLearning by Playing
Subtitle of host publicationGame-based Education System Design and Development - 4th International Conference on E-Learning and Games, Edutainment 2009, Proceedings
Pages456-463
Number of pages8
DOIs
Publication statusPublished - 2009
Event4th International Conference on E-Learning and Games, Edutainment 2009 - Banff, AB, Canada
Duration: 2009 Aug 92009 Aug 11

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume5670 LNCS
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Other

Other4th International Conference on E-Learning and Games, Edutainment 2009
Country/TerritoryCanada
CityBanff, AB
Period2009/08/092009/08/11

Keywords

  • Blended learning
  • Embodied interactive video game
  • Game-based learning

ASJC Scopus subject areas

  • Theoretical Computer Science
  • General Computer Science

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