Effect of Game-based Learning using Live Streaming on Learners' Interest, Immersion, Satisfaction, and Instructors' Perception

W. Lee, Han-Moi Shim, Hyung-Gi Kim
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引用次数: 3

Abstract

The method of using games in class has been recognized for its effectiveness through the efforts of many researchers, and has spread mainly in the United States and Europe, and the number of cases implemented in actual education has increased. Nevertheless, many people have preconceived notions about games and distrust the effects of game-based learning and show negative attitudes. In fact, there are limitations and disadvantages of game-based learning, and it is difficult to overcome them. More than half of the inconveniences or problems of teachers who want to try game-based learning revealed by the 2009 survey have not been solved yet. Due to the sudden spread of COVID-19, the Ministry of Education has issued a policy to convert classes at schools and academies into non-face-to-face. The full-scale non-face-to-face class, which was conducted based on the high penetration rate of smartphones and Internet penetration in Korea, allows all students to take non-face-to-face learning using the Internet, It can be interpreted that even if there are students who cannot take classes, the right to equality is recognized because there are very few. Non-face-to-face classes have the characteristics that instructors and learners will be spatially separated, spatially simultaneous, interactive, and teaching and learning behavior will be mediated by the screen. And these features are common to live streaming. Taking advantage of this, this study aims to approach improving the perception of game-based learning as an advantage of "watching games" beyond "playing games" by using live streaming for game-based learning. This study conducted game-based learning and game streaming learning for 210 third-year middle school students, compared the effects of game-based learning on learning interest, immersion, and satisfaction with the results of previous studies to verify the design and prove the combined effect of live streaming and game-based learning. In addition, in-depth interviews with instructors who conducted game-based learning confirmed that awareness of the introduction, value, and finance of game-based learning improved.
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基于游戏的直播学习对学习者兴趣、沉浸感、满意度和教师感知的影响
在课堂上使用游戏的方法通过许多研究者的努力,其有效性已经得到认可,主要在美国和欧洲传播,并且在实际教育中实施的案例数量也在增加。然而,许多人对游戏有先入为主的观念,不信任基于游戏的学习效果,并表现出消极态度。事实上,基于游戏的学习存在局限性和缺点,并且很难克服它们。2009年的调查显示,有一半以上的教师想要尝试基于游戏的学习的不便或问题尚未得到解决。由于新冠肺炎的突然蔓延,教育部发布了一项政策,将学校和学院的课程转变为非面对面的课程。以韩国的智能手机普及率和互联网普及率高为基础进行的全面非面对面授课,让所有学生都可以利用互联网进行非面对面的学习。因此,即使有不能上课的学生,也因为人数少而承认了平等权。非面对面课堂的特点是教师和学习者在空间上是分离的、空间上是同时的、互动的,教与学的行为以屏幕为媒介。这些功能在直播中很常见。利用这一点,本研究旨在通过使用直播进行基于游戏的学习,提高人们对基于游戏的学习作为“观看游戏”而不是“玩游戏”的优势的认识。本研究对210名初三学生进行了游戏化学习和游戏直播学习,将游戏化学习对学习兴趣、沉浸感和满意度的影响与以往的研究结果进行对比,验证设计,证明直播和游戏化学习的结合效果。此外,对进行基于游戏学习的教师的深度访谈证实,他们对基于游戏学习的介绍、价值和财务的认识有所提高。
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