The effects of GBL and learning styles on Chinese idiom by using TUI device...Tangible User Interface
This study investigated how the integration of a game-based learning strategy and a tangible user interface (TUI) device improves the learning achievement of fifth-grade students in studying Chinese idioms. By using the sifting, and sorting, features of Sifteo Cubes, learners, via a gaming situation...
| Publicado en: | Journal of Computer Assisted Learning Vol. 31; no. 6; pp. 505 - 516 |
|---|---|
| Autores principales: | , , |
| Formato: | pictorial research tables/charts Journal Article |
| Publicado: |
Wiley-Blackwell
Dec2015
|
| 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=111357704&site=ehost-live header: @attributes: shortDbName: ccm uiTerm: 111357704 longDbName: CINAHL Complete uiTag: AN controlInfo: bkinfo: dissinfo: jinfo: jid: 02664909 6M1 jtl: Journal of Computer Assisted Learning issn: 02664909 maglogo: Y pubinfo: dt: Dec2015 vid: 31 iid: 6 pid: 480 pub: Wiley-Blackwell place: Malden, Massachusetts artinfo: ui: 111357704 111357704 111357704 10.1111/jcal.12085 111357704 ppf: 505 ppct: 11 formats: tig: atl: The effects of GBL and learning styles on Chinese idiom by using TUI device...Tangible User Interface aug: au: Ku, D.T. Huang, Y.‐H. Hus, S.‐C. affil: Educational Technology, Tamkang University, New Taipei Taiwan sug: subj: Computer-Assisted Instruction Chinese Persons Games User-Computer Interface Human Quasi-Experimental Studies Pretest-Posttest Control Group Design Learning Theory Male Female Taiwan Child Analysis of Covariance Language Tests Funding Source Random Assignment Child: 6-12 years Male Female ab: This study investigated how the integration of a game-based learning strategy and a tangible user interface (TUI) device improves the learning achievement of fifth-grade students in studying Chinese idioms. By using the sifting, and sorting, features of Sifteo Cubes, learners, via a gaming situation, manually composed the cubes to the correct idioms, and the system also provided the origins of the idioms, facilitating meaningful learning. Aquasi-experimental non-equivalent control-group design was conducted. Both the experimental and control groups were administered a pre-test and post-test, the Idiom Learning Performance Test (ILPT), to investigate the variations between the treatment and groups. Furthermore, the Index of Learning Style for Youth (ILSY) survey was administered to determine how different learning styles and learning strategies affect learning achievement. The results showed that, after the CILS was used, the post-test scores were significantly higher than the pre-test scores in the experimental group. In addition, the post-test scores of active and visual learners were higher than the pre-test scores, and were significantly higher than reflective and verbal learners. The results suggested that the CILS is suitable for active and visual learners. Recommendations for using the CILS and Sifteo Cubes in instruction and further direction research are provided. pubtype: Academic Journal doctype: pictorial research tables/charts Journal Article ougenre: Article language: English refInfo: holdings: @attributes: islocal: N |
|---|