A comparative study of the learning effectiveness of a blended and embodied interactive video game for kindergarten students

Jon Chao Hong, Chih Min Tsai, Ya Jiuan Ho, Ming Yueh Hwang*, Ching Ji Wu

*此作品的通信作者

研究成果: 雜誌貢獻期刊論文同行評審

14 引文 斯高帕斯(Scopus)

摘要

We developed an embodied interactive video game (EIVG) that is both educational and entertaining with the hope of using such a system to compare blended and pure digital learning with respect to differences in learning effectiveness. In addition to conducting experiments wherein the children learned using the EIVG, we also involved teachers as part of the study to allow observation of the emotional aspects of the children. The results of the study can be summarized by the following three points: (1) the effectiveness of blended learning was superior to that of pure digital learning; (2) the effectiveness of EIVG learning was better for boys than it was for girls, although the differences between them were not significant; and (3) the EIVG was highly entertaining, which resulted in students remaining highly interested and focused throughout the study. It is worth noting that both types of learning can be effective.

原文英語
頁(從 - 到)39-53
頁數15
期刊Interactive Learning Environments
21
發行號1
DOIs
出版狀態已發佈 - 2013 2月

ASJC Scopus subject areas

  • 教育
  • 電腦科學應用

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