TY - JOUR
T1 - Exploring the factors that influence learning behaviors and learning transfer in digital game-based learning
AU - Tsai, Fu Hsing
AU - Yu, Kuang Chao
AU - Hsiao, Hsien Sheng
PY - 2010/6
Y1 - 2010/6
N2 - Digital Game-based Learning (DGBL) has recently received an increasing amount of attention in the e-Learning community. Research has shown that some of the problems associated with DGBL include students avoiding learning and difficulties documenting if this learning approach is effective. The study utilized a case study approach to ascertain what factors affect learning behavior and learning transfer. Eight sixth-grade students were observed and interviewed. The results showed that the digital games not only promoted active learning but also elicited other more negative learning behaviors such as avoiding the learning materials, utilization of trial and error, and a lack of concentration. These different behaviors were influenced by a game's design and student characteristics. Moreover, we found that the extent of knowledge acquisition, learning ability, and learning motivation were the key factors affecting the performance of Bransfor and Schwartz's (1999) view of far transfer.
AB - Digital Game-based Learning (DGBL) has recently received an increasing amount of attention in the e-Learning community. Research has shown that some of the problems associated with DGBL include students avoiding learning and difficulties documenting if this learning approach is effective. The study utilized a case study approach to ascertain what factors affect learning behavior and learning transfer. Eight sixth-grade students were observed and interviewed. The results showed that the digital games not only promoted active learning but also elicited other more negative learning behaviors such as avoiding the learning materials, utilization of trial and error, and a lack of concentration. These different behaviors were influenced by a game's design and student characteristics. Moreover, we found that the extent of knowledge acquisition, learning ability, and learning motivation were the key factors affecting the performance of Bransfor and Schwartz's (1999) view of far transfer.
KW - Digital game-based learning
KW - Learning behavior
KW - Learning effectiveness
KW - Learning transfer
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M3 - Article
AN - SCOPUS:84965146862
SN - 2073-753X
VL - 55
SP - 167
EP - 206
JO - Journal of Research in Education Sciences
JF - Journal of Research in Education Sciences
IS - 2
ER -