The effects of self-explanation on game-based learning: Evidence from eye-tracking analyses

IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Computers in Human Behavior Pub Date : 2024-11-12 DOI:10.1016/j.chb.2024.108494
Guo-Li Chiou , Meng-Jung Tsai , Chung-Yuan Hsu
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Abstract

The purpose of this study was to examine the effect of self-explanation prompts on game performance using eye-tracking techniques. We adopted an experimental design for the study. A total of 40 4th graders participated and were randomly assigned to either the experimental or control group. While the experimental group played a computer game with self-explanation prompts, the control group played the same game without any prompts. A Tobii 4C eye tracker with a sampling rate of 90 Hz was used to record the eye movements of the participants while they were playing the game. A pre-test and post-test were used to assess the participants’ understanding of the target concepts of the game before and after their game-playing, respectively. The results indicated an interaction effect between self-explanation and prior knowledge on the learning outcomes. Regarding the participants with lower-level prior knowledge, the experimental group gained significantly better scores on the posttest than the control group. In contrast, with respect to the participants with higher-level prior knowledge, the self-explanation prompts did not demonstrate a positive effect on the experimental group. Moreover, the results of the lag sequential analysis provide solid evidence of the differences in visual transitional patterns between the participants with different levels of prior knowledge while they were reacting to the self-explanation prompts. These results could account for the different learning outcomes achieved by the participants with different levels of prior knowledge in the experimental group.
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自我解释对游戏式学习的影响:来自眼动追踪分析的证据
本研究旨在利用眼动跟踪技术研究自我解释提示对游戏表现的影响。我们采用了实验设计。共有 40 名四年级学生参加,他们被随机分配到实验组或对照组。实验组玩带有自我解释提示的电脑游戏,对照组玩同样的游戏,不带任何提示。实验组使用采样率为 90 Hz 的 Tobii 4C 眼动仪记录参与者玩游戏时的眼球运动。在玩游戏之前和之后,分别进行了前测和后测,以评估受试者对游戏目标概念的理解程度。结果表明,自我解释和先前知识对学习结果有交互影响。对于先验知识水平较低的参与者,实验组的后测成绩明显优于对照组。与此相反,对于已有知识水平较高的参与者,自我解释提示对实验组没有产生积极影响。此外,滞后序列分析的结果还提供了确凿的证据,证明不同先验知识水平的被试在对自我解释提示做出反应时的视觉过渡模式存在差异。这些结果可以解释为什么实验组中不同已有知识水平的参与者取得了不同的学习成果。
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来源期刊
CiteScore
19.10
自引率
4.00%
发文量
381
审稿时长
40 days
期刊介绍: Computers in Human Behavior is a scholarly journal that explores the psychological aspects of computer use. It covers original theoretical works, research reports, literature reviews, and software and book reviews. The journal examines both the use of computers in psychology, psychiatry, and related fields, and the psychological impact of computer use on individuals, groups, and society. Articles discuss topics such as professional practice, training, research, human development, learning, cognition, personality, and social interactions. It focuses on human interactions with computers, considering the computer as a medium through which human behaviors are shaped and expressed. Professionals interested in the psychological aspects of computer use will find this journal valuable, even with limited knowledge of computers.
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