在基于游戏的学习课堂中考察基本流动前提以促进学生的自主学习和接受使用

IF 2.4 Q1 EDUCATION & EDUCATIONAL RESEARCH Electronic Journal of e-Learning Pub Date : 2021-11-23 DOI:10.34190/ejel.19.6.2117
K. Wan, V. King, K. Chan
{"title":"在基于游戏的学习课堂中考察基本流动前提以促进学生的自主学习和接受使用","authors":"K. Wan, V. King, K. Chan","doi":"10.34190/ejel.19.6.2117","DOIUrl":null,"url":null,"abstract":"Game-Based Learning (GBL) has been recognized as an essential tool for motivating students to engage in active and constructive learning. While there is a link between GBL and learning outcomes, current research evidence tends to undermine the interrelationships of concepts and oversimplify flow experience in the context of GBL. This study used a comprehensive Flow perspective to examine the roles of specific gaming characteristics affecting students’ self-regulated learning and acceptances of use in a higher education GBL context, with a path model based on data collected from 275 undergraduate university students. The model demonstrated an excellent fit of the data with interrelations among constructs about Flow Antecedents, Acceptance of Use, Motivation and Metacognition. The findings revealed that learners place a higher value on GBL with flow elements like Concentration and Challenge, which is linked to their learning motivation and metacognitive outcomes. Aid by GBL on knowledge gain and immersive experience are considered as the underpinnings of Performance Expectancy before students consider adopting GBL for their learning. In contrast to what is typical of serious games, learners primarily use GBL to improve their academic performance rather than for its immersive experience.","PeriodicalId":46105,"journal":{"name":"Electronic Journal of e-Learning","volume":" ","pages":""},"PeriodicalIF":2.4000,"publicationDate":"2021-11-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"7","resultStr":"{\"title\":\"Examining Essential Flow Antecedents to promote students’ Self-Regulated Learning and Acceptance of Use in a Game-Based Learning classroom\",\"authors\":\"K. Wan, V. King, K. Chan\",\"doi\":\"10.34190/ejel.19.6.2117\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Game-Based Learning (GBL) has been recognized as an essential tool for motivating students to engage in active and constructive learning. While there is a link between GBL and learning outcomes, current research evidence tends to undermine the interrelationships of concepts and oversimplify flow experience in the context of GBL. This study used a comprehensive Flow perspective to examine the roles of specific gaming characteristics affecting students’ self-regulated learning and acceptances of use in a higher education GBL context, with a path model based on data collected from 275 undergraduate university students. The model demonstrated an excellent fit of the data with interrelations among constructs about Flow Antecedents, Acceptance of Use, Motivation and Metacognition. The findings revealed that learners place a higher value on GBL with flow elements like Concentration and Challenge, which is linked to their learning motivation and metacognitive outcomes. Aid by GBL on knowledge gain and immersive experience are considered as the underpinnings of Performance Expectancy before students consider adopting GBL for their learning. In contrast to what is typical of serious games, learners primarily use GBL to improve their academic performance rather than for its immersive experience.\",\"PeriodicalId\":46105,\"journal\":{\"name\":\"Electronic Journal of e-Learning\",\"volume\":\" \",\"pages\":\"\"},\"PeriodicalIF\":2.4000,\"publicationDate\":\"2021-11-23\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"7\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Electronic Journal of e-Learning\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.34190/ejel.19.6.2117\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"EDUCATION & EDUCATIONAL RESEARCH\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Electronic Journal of e-Learning","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.34190/ejel.19.6.2117","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
引用次数: 7

摘要

基于游戏的学习(GBL)已被公认为激励学生参与积极和建设性学习的重要工具。虽然GBL和学习结果之间存在联系,但目前的研究证据往往会破坏概念的相互关系,并将GBL背景下的流动体验过于简单化。本研究使用全面的Flow视角,基于从275名本科生收集的数据,采用路径模型,检验了特定游戏特征在高等教育GBL背景下影响学生自主学习和接受使用的作用。该模型证明了数据与流动前提、使用接受、动机和元认知结构之间的相互关系非常吻合。研究结果表明,学习者对GBL的重视程度更高,其中注意力和挑战等流动元素与他们的学习动机和元认知结果有关。在学生考虑采用GBL进行学习之前,GBL对知识获取和沉浸式体验的帮助被视为绩效预期的基础。与典型的严肃游戏不同,学习者主要使用GBL来提高学习成绩,而不是沉浸式体验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
Examining Essential Flow Antecedents to promote students’ Self-Regulated Learning and Acceptance of Use in a Game-Based Learning classroom
Game-Based Learning (GBL) has been recognized as an essential tool for motivating students to engage in active and constructive learning. While there is a link between GBL and learning outcomes, current research evidence tends to undermine the interrelationships of concepts and oversimplify flow experience in the context of GBL. This study used a comprehensive Flow perspective to examine the roles of specific gaming characteristics affecting students’ self-regulated learning and acceptances of use in a higher education GBL context, with a path model based on data collected from 275 undergraduate university students. The model demonstrated an excellent fit of the data with interrelations among constructs about Flow Antecedents, Acceptance of Use, Motivation and Metacognition. The findings revealed that learners place a higher value on GBL with flow elements like Concentration and Challenge, which is linked to their learning motivation and metacognitive outcomes. Aid by GBL on knowledge gain and immersive experience are considered as the underpinnings of Performance Expectancy before students consider adopting GBL for their learning. In contrast to what is typical of serious games, learners primarily use GBL to improve their academic performance rather than for its immersive experience.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
Electronic Journal of e-Learning
Electronic Journal of e-Learning EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
5.90
自引率
18.20%
发文量
34
审稿时长
20 weeks
期刊最新文献
A Systematic Review of the Challenges of e-Learning Implementation in Sub-Saharan African Countries: 2016-2022 An Explorative Review of the Constructs, Metrics, Models, and Methods for Evaluating e-Learning Performance in Medical Education Methods for Evaluating Learning Analytics and Learning Analytics Dashboards in Adaptive Learning Platforms: A Systematic Review Cheaters or AI-Enhanced Learners: Consequences of ChatGPT for Programming Education Effects of Memrise on Vietnamese EFL Students’ Vocabulary: A Case Study at a College in a Rural Area
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1