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

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

*此作品的通信作者

研究成果: 書貢獻/報告類型會議論文篇章

5 引文 斯高帕斯(Scopus)

摘要

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.

原文英語
主出版物標題Learning by Playing
主出版物子標題Game-based Education System Design and Development - 4th International Conference on E-Learning and Games, Edutainment 2009, Proceedings
頁面456-463
頁數8
DOIs
出版狀態已發佈 - 2009
事件4th International Conference on E-Learning and Games, Edutainment 2009 - Banff, AB, 加拿大
持續時間: 2009 8月 92009 8月 11

出版系列

名字Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
5670 LNCS
ISSN(列印)0302-9743
ISSN(電子)1611-3349

其他

其他4th International Conference on E-Learning and Games, Edutainment 2009
國家/地區加拿大
城市Banff, AB
期間2009/08/092009/08/11

ASJC Scopus subject areas

  • 理論電腦科學
  • 一般電腦科學

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