P. Panjaburee, Gwo-jen Hwang, Ungsinun Intarakamhang, N. Srisawasdi, Sasipim Poompimol, Preeyada Tapingkae
{"title":"基于决策树的网络游戏框架对学生数字公民行为模式的影响","authors":"P. Panjaburee, Gwo-jen Hwang, Ungsinun Intarakamhang, N. Srisawasdi, Sasipim Poompimol, Preeyada Tapingkae","doi":"10.1109/ECEI57668.2023.10105413","DOIUrl":null,"url":null,"abstract":"Most schools often require youth students to receive essential skills in the 21st century as a basic requirement in daily life. Digital citizenship behaviors or digital literacy are relevant to each other and common as being essential in primary and secondary education. Although several curricula promote digital citizenship behaviors, students are still willing to study in a more enjoyable and proper learning environment with their preferences and current action. Game-based learning environment motivates students to learn with fantastic features, rewards, and active activities to enjoy learning. Scholars suggest that the story-telling or gaming scenario can enhance a well-design game-based learning environment if the students receive the opportunity to make and revise their decisions. The theory of making decisions through storyline telling is an application of the decision tree. However, the study efficiency of the decision tree in gaming scenarios needs to be verified. Thus, this study adopted a decision tree-based online gaming approach for assisting and adapting students in behaving good behaviors using digital tools. The results of pattern analysis for investigating the online gaming behaviors of the students indicate that those who followed the recommendations provided by the gaming approach had more positive digital citizenship behaviors, such as acting upstanders more often than bystander behavior.","PeriodicalId":176611,"journal":{"name":"2023 IEEE 6th Eurasian Conference on Educational Innovation (ECEI)","volume":"11 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-02-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Effects of Decision Tree-based Online Gaming Framework on Students' Digital Citizenship Behaviors and Patterns\",\"authors\":\"P. Panjaburee, Gwo-jen Hwang, Ungsinun Intarakamhang, N. Srisawasdi, Sasipim Poompimol, Preeyada Tapingkae\",\"doi\":\"10.1109/ECEI57668.2023.10105413\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Most schools often require youth students to receive essential skills in the 21st century as a basic requirement in daily life. Digital citizenship behaviors or digital literacy are relevant to each other and common as being essential in primary and secondary education. Although several curricula promote digital citizenship behaviors, students are still willing to study in a more enjoyable and proper learning environment with their preferences and current action. Game-based learning environment motivates students to learn with fantastic features, rewards, and active activities to enjoy learning. Scholars suggest that the story-telling or gaming scenario can enhance a well-design game-based learning environment if the students receive the opportunity to make and revise their decisions. The theory of making decisions through storyline telling is an application of the decision tree. However, the study efficiency of the decision tree in gaming scenarios needs to be verified. Thus, this study adopted a decision tree-based online gaming approach for assisting and adapting students in behaving good behaviors using digital tools. The results of pattern analysis for investigating the online gaming behaviors of the students indicate that those who followed the recommendations provided by the gaming approach had more positive digital citizenship behaviors, such as acting upstanders more often than bystander behavior.\",\"PeriodicalId\":176611,\"journal\":{\"name\":\"2023 IEEE 6th Eurasian Conference on Educational Innovation (ECEI)\",\"volume\":\"11 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-02-03\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2023 IEEE 6th Eurasian Conference on Educational Innovation (ECEI)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ECEI57668.2023.10105413\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2023 IEEE 6th Eurasian Conference on Educational Innovation (ECEI)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ECEI57668.2023.10105413","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Effects of Decision Tree-based Online Gaming Framework on Students' Digital Citizenship Behaviors and Patterns
Most schools often require youth students to receive essential skills in the 21st century as a basic requirement in daily life. Digital citizenship behaviors or digital literacy are relevant to each other and common as being essential in primary and secondary education. Although several curricula promote digital citizenship behaviors, students are still willing to study in a more enjoyable and proper learning environment with their preferences and current action. Game-based learning environment motivates students to learn with fantastic features, rewards, and active activities to enjoy learning. Scholars suggest that the story-telling or gaming scenario can enhance a well-design game-based learning environment if the students receive the opportunity to make and revise their decisions. The theory of making decisions through storyline telling is an application of the decision tree. However, the study efficiency of the decision tree in gaming scenarios needs to be verified. Thus, this study adopted a decision tree-based online gaming approach for assisting and adapting students in behaving good behaviors using digital tools. The results of pattern analysis for investigating the online gaming behaviors of the students indicate that those who followed the recommendations provided by the gaming approach had more positive digital citizenship behaviors, such as acting upstanders more often than bystander behavior.