Will game-based learning enhance performance?

Siew H. Chan, Qian Song, Pailin Trongmateerut, Laurie H. Rivera
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Abstract

Purpose Extending the study of Chan et al. (2016), this paper aims to focus on specific aspects of performance (conceptual and factual knowledge) to provide insight into whether computer game attributes designed into Prrinciples Aren’t That Hard (PATH) improve performance. Design/methodology/approach A between-subjects experiment is conducted to test the hypotheses. The experimental and control groups are PATH and traditional paper medium, respectively. Findings The results reveal that PATH users perform better on the conceptual knowledge questions compared to the traditional paper medium users. No significant difference in performance on the factual knowledge (computational) questions is found between PATH and traditional paper medium users. Research limitations/implications This study demonstrates that PATH creates an engaging learning environment, which facilitates the acquisition of conceptual knowledge and improved (conceptual) performance. Research can investigate whether technology may be used to facilitate automation of computational tasks which downplay the importance of computational skills (factual knowledge) and focus on the design of computer game attributes in educational or training programs to enhance conceptual knowledge and (conceptual) performance. Practical implications The findings of this study will assist educators and educational technology developers to identify and design motivation-enhancing computer game features to promote remember and understand cognitive processes which improve (conceptual) performance. Originality/value Game-based learning serves as the underlying theoretical framework for the design of PATH used in an experimental study to examine the positive effects of motivation-enhancing computer game attributes on remember and understand cognitive processes which facilitate (conceptual) performance. This study also uses separate measures of performance; that is, conceptual and factual knowledge, to provide additional insight into the findings of Chan et al. (2016).
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基于游戏的学习是否会提高表现?
目的扩展Chan等人(2016)的研究,本文旨在关注性能的特定方面(概念和事实知识),以深入了解设计成《principles Aren’t That Hard (PATH)》的电脑游戏属性是否能提高性能。设计/方法/ approachA主题之间进行的实验是为了测试假设。实验组为PATH,对照组为传统纸质培养基。结果表明,与传统纸质媒体用户相比,PATH用户在概念性知识问题上表现更好。在事实知识(计算)问题上,PATH和传统纸质媒体用户的表现没有显著差异。研究局限/启示本研究表明,PATH创造了一个引人入胜的学习环境,促进了概念性知识的获取和(概念性)绩效的提高。研究可以调查是否可以使用技术来促进计算任务的自动化,从而降低计算技能(事实知识)的重要性,并将重点放在教育或培训计划中计算机游戏属性的设计上,以提高概念知识和(概念)性能。实际意义本研究的发现将有助于教育工作者和教育技术开发者识别和设计动机增强的电脑游戏功能,以促进记忆和理解提高(概念)表现的认知过程。创意/ valueGame-based学习作为基本理论框架的设计路径中使用一个实验研究检查motivation-enhancing电脑游戏属性的积极作用在记忆和理解的认知过程,促进(概念)的性能。这项研究还使用了单独的绩效衡量标准;也就是说,概念和事实知识,为Chan等人(2016)的发现提供额外的见解。
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来源期刊
CiteScore
7.90
自引率
3.00%
发文量
28
期刊介绍: The International Journal of Accounting & Information Management focuses on publishing research in accounting, finance, and information management. It specifically emphasizes the interaction between these research areas on an international scale and within both the private and public sectors. The aim of the journal is to bridge the knowledge gap between researchers and practitioners by covering various issues that arise in the field. These include information systems, accounting information management, innovation and technology in accounting, accounting standards and reporting, and capital market efficiency.
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