Using commercial video games in flipped classrooms to support physical concept construction.

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 classro...

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Publicado en:Journal of Computer Assisted Learning Vol. 34; no. 5; pp. 602 - 615
Autores principales: Ye, S.‐H., Hsiao, T.‐Y., Sun, C.‐T.
Formato: pictorial research tables/charts Journal Article
Publicado: Wiley-Blackwell Oct2018
Acceso en línea:Ver este registro en EBSCOhost
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      dt: Oct2018
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        10.1111/jcal.12267
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        atl: Using commercial video games in flipped classrooms to support physical concept construction.
      aug:
        au:
          Ye, S.‐H.
          Hsiao, T.‐Y.
          Sun, C.‐T.
        affil: Department of Computer Science, National Chiao Tung University, Taiwan, Republic of China
      sug:
        subj:
          Teaching Methods Taiwan
          Video Games Taiwan
          Outcomes of Education Taiwan
          Human
          Quasi-Experimental Studies
          Adolescence
          Female
          Male
          Analysis of Covariance
          One-Way Analysis of Variance
          T-Tests
          Taiwan
          Adolescent: 13-18 years
          Female
          Male
      ab: 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.
      pubtype: Academic Journal
      doctype:
        pictorial
        research
        tables/charts
        Journal Article
      ougenre: Article
    language: English
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