Full metadata record
DC Field | Value | Language |
---|---|---|
dc.contributor.author | Ye, S. -H. | en_US |
dc.contributor.author | Hsiao, T. -Y. | en_US |
dc.contributor.author | Sun, C. -T. | en_US |
dc.date.accessioned | 2019-04-02T05:57:50Z | - |
dc.date.available | 2019-04-02T05:57:50Z | - |
dc.date.issued | 2018-10-01 | en_US |
dc.identifier.issn | 0266-4909 | en_US |
dc.identifier.uri | http://dx.doi.org/10.1111/jcal.12267 | en_US |
dc.identifier.uri | http://hdl.handle.net/11536/148103 | - |
dc.description.abstract | Based on the flipped-classroom model and the potential motivational and instructional benefits of digital games, we describe a flipped game-based learning (FGBL) strategy focused on preclass and overall learning outcomes. A secondary goal is to determine the effects, if any, of the classroom aspects of the FGBL strategy on learning efficiency. Our experiments involved 2 commercial games featuring physical motion concepts: Ballance (Newton's law of motion) and Angry Birds (mechanical energy conservation). We randomly assigned 87 8th-grade students to game instruction (digital game before class and lecture-based instruction in class), FGBL strategy (digital game before class and cooperative learning in the form of group discussion and practice in class), or lecture-based instruction groups (no gameplay). Results indicate that the digital games exerted a positive effect on preclass learning outcomes and that FGBL-strategy students achieved better overall learning outcomes than their lecture-based peers. Our observation of similar overall outcomes between the cooperative learning and lecture-based groups suggests a need to provide additional teaching materials or technical support when introducing video games to cooperative classroom learning activities. | en_US |
dc.language.iso | en_US | en_US |
dc.subject | flipped classroom | en_US |
dc.subject | game-based learning | en_US |
dc.subject | science learning | en_US |
dc.subject | secondary education | en_US |
dc.title | Using commercial video games in flipped classrooms to support physical concept construction | en_US |
dc.type | Article | en_US |
dc.identifier.doi | 10.1111/jcal.12267 | en_US |
dc.identifier.journal | JOURNAL OF COMPUTER ASSISTED LEARNING | en_US |
dc.citation.volume | 34 | en_US |
dc.citation.spage | 602 | en_US |
dc.citation.epage | 614 | en_US |
dc.contributor.department | 資訊工程學系 | zh_TW |
dc.contributor.department | Department of Computer Science | en_US |
dc.identifier.wosnumber | WOS:000443945000013 | en_US |
dc.citation.woscount | 0 | en_US |
Appears in Collections: | Articles |