使用实时诊断程序脚手架的教育棋盘游戏的多维评估:学习者的学习效率,流,焦虑和情绪的分析

IF 3.6 2区 心理学 Q1 EDUCATION & EDUCATIONAL RESEARCH Educational Psychology Pub Date : 2023-09-14 DOI:10.1080/01443410.2023.2259139
Yu-Cheng Lin, Huei-Tse Hou
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引用次数: 0

摘要

摘要本研究的目的是了解不同类型的学习框架对学习效果、心流、焦虑、动机和情绪的影响。研究设计将96名学生分为移动脚手架游戏学习组、普通游戏学习组和视频学习组,数据收集方法为方便抽样。在数据分析方面,学习效能和焦虑分别采用配对样本t检验和ANCOVA进行组内分析和组间分析。心流的组间比较采用独立样本t检验,动机和情绪在三个学习阶段的比较采用双向混合方差分析。结果表明:两个基于游戏的学习小组在学习效率、心流和学习焦虑方面都有积极的影响,同时在游戏过程中和游戏结束后,积极情绪有所增加,消极情绪有所减少。此外,移动脚手架式游戏学习小组增加了动态评价程序的脚手架,比一般游戏学习小组更能增强游戏过程中的学习动机,并且具有实时评价的优势,可以减轻教师的教学负担。关键词:脚手架教育棋盘游戏焦虑流情感披露声明作者未报告潜在利益冲突数据可获得性支持本研究结果的数据可在合理要求下从通讯作者处获得。本研究由台湾科学技术部项目资助,合同编号MOST- 110-2511-H-011 - 004 - my3和MOST-111-2410- h -011 - 004 - my3。
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Multi-dimensional evaluation of an educational board game using real-time diagnostic procedure scaffolding: analysis of learners’ learning effectiveness, flow, anxiety, and emotion
AbstractThe research objective of this study is to understand the effects of different types of learning scaffolding on learning effectiveness, flow, anxiety, motivation, and emotions. The research design was to divide the 96 students into three groups: mobile scaffolding game-based learning group, general game-based learning group, and video learning group, and the data collection method was convenience sampling. In terms of data analysis, the paired sample t-test and ANCOVA were used for within-group and between-group analyses for learning effectiveness and anxiety respectively. The independent sample t-test was used for between-group comparisons of flow, and the two-way mixed ANOVA was used for the comparison of motivation and emotion in the three stages of learning. The results showed that the two game-based learning groups had positive effects on learning effectiveness, flow, and learning anxiety due to the assistance of the scaffolding, while also increasing their positive emotion and decreasing their negative emotion during and after the game. Besides, the mobile scaffolding game-based learning group, with the addition of the dynamic evaluation procedure scaffolding, could enhance learning motivation during the game more than the general game-based learning group, and with the advantage of real-time evaluation, it could reduce the teaching burden of teachers.Keywords: Scaffoldingeducational board gameanxietyflowemotion Disclosure statementNo potential conflict of interest was reported by the authors.Data availabilityThe data that support the findings of this study are available from the corresponding author, upon reasonable request.Additional informationFundingThis research was supported by the projects from the Ministry of Science and Technology, Taiwan, under contract number MOST- 110-2511-H-011 − 004 -MY3 and MOST-111-2410-H-011 − 004 -MY3.
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来源期刊
CiteScore
6.40
自引率
6.20%
发文量
57
期刊介绍: This journal provides an international forum for the discussion and rapid dissemination of research findings in psychology relevant to education. The journal places particular emphasis on the publishing of papers reporting applied research based on experimental and behavioural studies. Reviews of relevant areas of literature also appear from time to time. The aim of the journal is to be a primary source for articles dealing with the psychological aspects of education ranging from pre-school to tertiary provision and the education of children with special needs. The prompt publication of high-quality articles is the journal"s first priority. All contributions are submitted "blind" to at least two independent referees before acceptance for publication.
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