Gamify garden science knowledge to improve science education

Jon Chao Hong, Ming Yueh Hwang, Ming Chi Kiu, Pei Hsin Lin

研究成果: 書貢獻/報告類型會議論文篇章

1 引文 斯高帕斯(Scopus)

摘要

Game-based learning is one of the technology-enhanced learning approaches, whereby learning contents are designed to motivate children to learn concepts embedded in their daily life. In this study, we developed a smartphone application named the "Garden Science Game" for kindergarten pupils to recognize and become familiar with those living objects which they might encounter in the outdoors, such as fruits, flowers, crops, insects, and birds. In order to enhance their learning interest, seven gameplay modes were designed, namely Matching pairs, Bingo, Rearranging cards, Flip and match, Puzzle, Flying to your destination, and removing worms. There were 28 pupils who played certain games twice for a total of 30 minutes. After statistical analysis using t-tests and the Pearson correlation coefficient, the results indicated that firstly, comparing the second and first trials, the time used decreased, indicating that the participants could learn the features of objects via the Garden Science Game. Secondly, if the user's gameplay performance was good in one mode, then he or she performed well in other modes as well. Finally, the older group performed better than the younger group when considering all of the games played.

原文英語
主出版物標題Proceedings of the 11th European Conference on Games Based Learning, ECGBL 2017
編輯Maja Pivec, Josef Grundler
發行者Academic Conferences and Publishing International Limited
頁面272-277
頁數6
ISBN(電子)9781911218562
出版狀態已發佈 - 2017
事件11th European Conference on Games Based Learning, ECGBL 2017 - Graz, 奥地利
持續時間: 2017 10月 52017 10月 6

出版系列

名字Proceedings of the 11th European Conference on Games Based Learning, ECGBL 2017

其他

其他11th European Conference on Games Based Learning, ECGBL 2017
國家/地區奥地利
城市Graz
期間2017/10/052017/10/06

ASJC Scopus subject areas

  • 軟體
  • 電腦繪圖與電腦輔助設計
  • 電腦網路與通信
  • 人工智慧
  • 人機介面
  • 控制與系統工程
  • 教育

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