The long-term influence of game-based network homework on cognitive effectiveness and affective experience in math learning

Calvin C.Y. Liao*, Maureen Wu, Hercy N.H. Cheng, Charles Y.C. Yeh, Zhi Hong Chen, Tak Wai Chan

*Corresponding author for this work

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

Abstract

Homework has been considered an effective strategy in order to help students. However, previous studies indicated many contradictions for this because the effectiveness of homework should be discussed with teachers, parents and students. Hence, this study developed and applied a game-based network homework platform, entitled My-Pet-My-Quest (MPMQ), to explore its potential and to sustain learning in terms of cognitive effectiveness and affective experience. This math game-based network homework was conducted in an elementary after-school club and at home for 29 students over a period of one year. The findings indicated that students can continuously participate in math tasks and maintain the proficiency and fluency of tasks in MPMQ across home and school time. The findings also proved the MPMQ for mostly students can attain self-efficacy.

Original languageEnglish
Title of host publicationProceedings of the 19th International Conference on Computers in Education, ICCE 2011
Pages498-502
Number of pages5
Publication statusPublished - 2011
Externally publishedYes
Event19th International Conference on Computers in Education, ICCE 2011 - Chiang Mai, Thailand
Duration: 2011 Nov 282011 Dec 2

Publication series

NameProceedings of the 19th International Conference on Computers in Education, ICCE 2011

Other

Other19th International Conference on Computers in Education, ICCE 2011
Country/TerritoryThailand
CityChiang Mai
Period2011/11/282011/12/02

Keywords

  • Game-based learning
  • Homework
  • Network homework
  • Sustainable learning

ASJC Scopus subject areas

  • Education

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