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...

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Publicado en:Journal of Computer Assisted Learning Vol. 30; no. 4; pp. 377 - 396
Autores principales: Hsiao, H.-S., Chang, C.-S., Lin, C.-Y., Hu, P.-M.
Formato: pictorial research tables/charts Journal Article
Publicado: Wiley-Blackwell 2014 Aug
Acceso en línea:Ver este registro en EBSCOhost
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      dt: 2014 Aug
      vid: 30
      iid: 4
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      pub: Wiley-Blackwell
      place: Malden, Massachusetts
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        2012661801
        10.1111/jcal.12057
        107867914
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        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
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