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The effect of pedagogical GAME model on students' PISA scientific competencies

Published on Jun 1, 2020in Journal of Computer Assisted Learning
· DOI :10.1111/JCAL.12406
Chun-Yen Tsai (SYSU: Sun Yat-sen University), Chun-Yen Tsai7
Estimated H-index: 7
(NSYSU: National Sun Yat-sen University)
+ 0 AuthorsShu-Chiu Liu5
Estimated H-index: 5
(NSYSU: National Sun Yat-sen University)
Abstract
  • References (62)
  • Citations (1)
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References62
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#1Niwat Srisawasdi (KKU: Khon Kaen University)H-Index: 8
#2Patcharin Panjaburee (MU: Mahidol University)H-Index: 8
Many studies have used the potential of computer games to promote students’ attitudes toward learning and increase their learning performance. A few studies have transformed scientific content into computer games or developed games with scientific content. In this paper, we employed students’ common misconceptions of chemistry regarding the properties of liquid to develop a computer game. Daily life situations and everyday phenomena related to the chemical understanding of the properties of liqu...
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#1Denise M. Bressler (RU: Rutgers University)H-Index: 5
#2Alec M. Bodzin (Lehigh University)H-Index: 14
Last. Michael Shane Tutwiler (URI: University of Rhode Island)H-Index: 2
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#1Yu-chu Yeh (National Chengchi University)H-Index: 16
#2Han-Lin Chang (National Chengchi University)H-Index: 1
Last. Szu-Yu Chen (National Chengchi University)H-Index: 1
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Abstract With the mounting empirical evidence of the benefits of mindfulness, the researchers of the present study incorporated mindful learning in digital game-based learning of creativity. A two-phase study was conducted to (1) develop the Inventory of Mindful Learning Experience in Digital Games (IMLE-DG); and (2) develop a training program of the Digital Game-based Learning of Creativity (DGLC), by which the relationship among achievement goal, self-determination, mindful learning, and maste...
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#1Su Chi Fang (NTNU: National Taiwan Normal University)H-Index: 4
#2Ying-Shao Hsu (NTNU: National Taiwan Normal University)H-Index: 15
Last. Shu-Sheng Lin (NCYU: National Chiayi University)H-Index: 2
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This article proposes a theoretical framework for conceptualizing socioscientific decision making, reviews current research in this area, and intends to shed some light on the instructional design for the classroom implementation of socioscientific decision making. The framework involves 3 phases: formulate the decision-making space, posit a decision-making strategy, and reflect on the decision-making process. A total of 24 articles that specifically focused on socioscientific decision making we...
1 CitationsSource
#1Kuay-Keng Yang (National Pingtung University)
#2Zuway-R Hong (NSYSU: National Sun Yat-sen University)H-Index: 14
Last. Huann-shyang Lin (ACU: Australian Catholic University)H-Index: 18
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Abstract Despite that the importance of scientific creativity has been emphasized in literature, limited attention has been paid to the identification of multiple path estimates of scientific creativity. This two-stage study investigated significant predictors and pathway effects of divergent and convergent scientific creativities. Stage one was focused on the development and validation of instruments. At stage two, convenience samples of 307 elementary students from four different schools were ...
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This paper aims to improve the design methods for serious games (games for learning) by identifying a set of well-established pedagogical misconceptions and presenting design guidelines to avoid these. It analyses the pedagogical principles and models that are commonly used in serious game design, and contrasts these with evidence and advances in instructional psychology and instructional design research. The paper particularly focuses on 1) the concept of experience-based learning, which many s...
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#1Hong Zheng Sun-Lin (NTNU: National Taiwan Normal University)H-Index: 2
#2Guey-Fa ChiouH-Index: 6
Currently there are few pedagogical models available for mathematics teachers who are interested in digital game‐based learning. The Play Curricular‐activity Reflection and Discussion (PCaRD) model attempts to address this, but lacks the needed exploratory research on its implementation within formal mathematics classrooms. Through the use of semi‐structured interviews, this study examined three middle school teachers' initial experience using PCaRD, the influence of this experience on their dig...
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#1Rob van Roy (Katholieke Universiteit Leuven)H-Index: 6
#2Bieke Zaman (Katholieke Universiteit Leuven)H-Index: 16
Abstract Although many studies have focused on the potential of implementing gamification in education, the existing literature remains inconclusive about its effectiveness. In order to make sense of the contradictory findings regarding the effectiveness of implementing game design elements in an online learning environment, this paper complements the available body of research by addressing three holes. We have (1) analysed gamification's underlying motivational processes from a Self-Determinat...
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Abstract This study investigated the video gaming behaviors of 479 high school students with respect to gender-based differences, as well as the relationship between video gaming, academic success and Complex Problem Solving skills (CPS). Video gaming was measured under the gaming experience, gaming time, gaming frequency, perceived gaming skills, playing alone vs. playing with a team, and game genre dimensions. The Programme for International Student Assessment (PISA) 2012 Creative Problem Solv...
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#1Omid Noroozi (WUR: Wageningen University and Research Centre)H-Index: 12
#2Hojjat Dehghanzadeh (TMU: Tarbiat Modares University)
Last. Ebrahim Talaee (TMU: Tarbiat Modares University)H-Index: 1
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Abstract This study maps instructional support and learning outcomes of argumentation game-based learning. For this systematic review, 29 publications dating from 2000 through 2019 were studied to highlight the foci of this field of research. Although these studies reported effects of game-based learning on learning outcomes and instructional supports on argumentation skills, none of the publications reported specific instructional support and game elements associated with the learning outcomes....
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