The effects of digital storytelling games on high school students' critical thinking skills.

The present study introduced Ren'py software as a digital storytelling (DST) tool to explore the effective use of digital game design learning in promoting critical thinking among high school students. A sample of 46 high school students enrolled in "Thinking Utopia," an elective course in critical...

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Published in:Journal of Computer Assisted Learning Vol. 37; no. 1; pp. 265 - 275
Main Authors: Chen, Hsiu‐Ling, Chuang, Yun‐Chi
Format: pictorial research tables/charts Journal Article
Published: Wiley-Blackwell Feb2021
Online Access:View this record in EBSCOhost
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      dt: Feb2021
      vid: 37
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      pub: Wiley-Blackwell
      place: Malden, Massachusetts
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        10.1111/jcal.12487
        148185164
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        atl: The effects of digital storytelling games on high school students' critical thinking skills.
      aug:
        au:
          Chen, Hsiu‐Ling
          Chuang, Yun‐Chi
        affil: Graduate Institute of Digital Learning and Education, National Taiwan University of Science and Technology
      sug:
        subj:
          Storytelling
          Internet
          Games
          Students, High School Psychosocial Factors
          Critical Thinking Education
          Skill Acquisition
          Learning Methods
          Human
          Student Performance Appraisal
          Qualitative Studies
          Communication
          Problem Solving
          Male
          Female
          Taiwan
          Descriptive Statistics
          T-Tests
          Semi-Structured Interview
          Funding Source
          Male
          Female
      ab: The present study introduced Ren'py software as a digital storytelling (DST) tool to explore the effective use of digital game design learning in promoting critical thinking among high school students. A sample of 46 high school students enrolled in "Thinking Utopia," an elective course in critical thinking for civics education, was put into groups of 3 to 4 for learning activities towards their collaborative designs of DST games. The course stretched across 9 weeks. Students' performance in critical thinking tests was also closely examined using paired‐sample t‐test analysis, which found no significant improvements; however, their interview responses were carefully studied using qualitative analysis and revealed that many of them agreed that the proposed collaborative activities for game script writing and for their collaborative designs of original hurdle questions have stimulated their critical thinking ability and contributed to the development of their other skills such as communication, problem‐solving and media literacy. Lay Description: What is already known about this topic: • Critical thinking is a key 21st century skill for students to arrive at an impartial judgement on controversial issues. • Digital storytelling and its practical value as an emerging technology may contribute to students' ability in critical thinking. • Collaboration and teamwork for design‐based learning may help students achieve deep learning. What this paper adds: • A model course plan on civics education featuring collaborative learning through digital game‐based design. • Further discussions on students' ability in critical thinking and their learning experience in a course involving collaborative design of digital storytelling games. Implications for practice and/or policy: • Collaborative learning through digital storytelling game‐based design may not promote critical thinking among high school students if they failed to initiate active discussions among themselves. • Collaborative learning through digital storytelling game‐based design among high school students may benefit other aspects of their learning, such as their skills in communication, problem‐solving, media literacy and test taking.
      pubtype: Academic Journal
      doctype:
        pictorial
        research
        tables/charts
        Journal Article
      ougenre: Article
    language: English
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