Development of children's creativity and manual skills within digital game-based learning environment.
In this study, we developed a digital game-based learning (DGBL) system, called the ToES, to foster students' creativity. Fifty-one fifth-grade students from two classes in a public school in Taipei, Taiwan, were recruited and consented to participate. Both classes consisted of students with mixed a...
| Publicado en: | Journal of Computer Assisted Learning Vol. 30; no. 4; pp. 377 - 396 |
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| Autores principales: | , , , |
| Formato: | pictorial research tables/charts Journal Article |
| Publicado: |
Wiley-Blackwell
2014 Aug
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=107867914&site=ehost-live header: @attributes: shortDbName: ccm uiTerm: 107867914 longDbName: CINAHL Complete uiTag: AN controlInfo: bkinfo: dissinfo: jinfo: jid: 02664909 6M1 jtl: Journal of Computer Assisted Learning issn: 02664909 maglogo: Y pubinfo: dt: 2014 Aug vid: 30 iid: 4 pid: 480 pub: Wiley-Blackwell place: Malden, Massachusetts artinfo: ui: 107867914 107867914 2012661801 10.1111/jcal.12057 107867914 ppf: 377 ppct: 19 formats: tig: atl: Development of children's creativity and manual skills within digital game-based learning environment. aug: au: Hsiao, H.-S. Chang, C.-S. Lin, C.-Y. Hu, P.-M. affil: Department of Technology Application and Human Resource Development, National Taiwan Normal University, Taiwan sug: subj: Video Games Learning Methods Computer-Assisted Instruction Creativeness Motor Skills Human Students, Elementary Taiwan Quasi-Experimental Studies Female Male Child Pretest-Posttest Design Questionnaires Scales Coefficient alpha Pearson's Correlation Coefficient Test-Retest Reliability Random Sample Descriptive Statistics Paired T-Tests Analysis of Covariance Regression Funding Source Child: 6-12 years Female Male ab: In this study, we developed a digital game-based learning (DGBL) system, called the ToES, to foster students' creativity. Fifty-one fifth-grade students from two classes in a public school in Taipei, Taiwan, were recruited and consented to participate. Both classes consisted of students with mixed abilities studying a foundation unit entitled 'Electrical Science' in a natural science course. One class was chosen to be the experimental group (EG) and the other class was the control group (CG). The goal of this study was to examine how different instructional strategies (i.e., traditional instruction and instruction using digital games) affected the students' creativity and their performance on manual skills. The analytical results indicated that the students' creativity and their performance on manual skills displayed positive growth when they were involved in acquiring knowledge and resolving tasks in a DGBL environment, which fostered their creativity and facilitated the generation of flow experiences. Moreover, there were three interesting findings related to the use of DGBL: (1) the ToES was an effective learning tool for cultivating the students' creativity; (2) there was a positive effect of creativity and their performance of manual skills; and (3) the ToES accelerated the improvement of practical behaviors regarding manual skills. pubtype: Academic Journal doctype: pictorial research tables/charts Journal Article ougenre: Article language: English refInfo: holdings: @attributes: islocal: N |
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