Settachai Chaisanit, Uthairatt Phangphol, S. Suksakulchai
{"title":"游戏学习技术:成功实施以学生为中心的教育","authors":"Settachai Chaisanit, Uthairatt Phangphol, S. Suksakulchai","doi":"10.4156/JDCTA.VOL7.ISSUE8.26","DOIUrl":null,"url":null,"abstract":"This paper practically reviewed on game-based learning system and its improvement of selfefficacy for student’s learning in student-centered education. The game-based learning is combined with educational and information technology. From the present academic carried on, the game-based learning is getting more attention. In game-based learning, the course content is mapped into the game to provide a scenario environment of learning, the repeated self-learning, the ongoing interaction and feedback which can increase the learning interest and motivation. Hence, game-based learning could reach the goal of learning effectively. For evaluating the learning effects, this paper reviewed on the involved researches that can present the difference in learning achievement between the traditional and student-centered education (using game-based learning’s tool). The advantage/disadvantage of game-based learning on student-centered education is examined. The results show that the learning motivations of students have significant impact on the learning achievement, and the learning achievements of students with game-based learning are better than those who use the traditional faceto-face teaching. The results could provide the related educators as references.","PeriodicalId":13797,"journal":{"name":"International Journal of Digital Content Technology and Its Applications","volume":"54 1","pages":"239-246"},"PeriodicalIF":0.0000,"publicationDate":"2013-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"Game-Based Learning Technology:The successful implementation of student-centered education\",\"authors\":\"Settachai Chaisanit, Uthairatt Phangphol, S. Suksakulchai\",\"doi\":\"10.4156/JDCTA.VOL7.ISSUE8.26\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This paper practically reviewed on game-based learning system and its improvement of selfefficacy for student’s learning in student-centered education. The game-based learning is combined with educational and information technology. From the present academic carried on, the game-based learning is getting more attention. In game-based learning, the course content is mapped into the game to provide a scenario environment of learning, the repeated self-learning, the ongoing interaction and feedback which can increase the learning interest and motivation. Hence, game-based learning could reach the goal of learning effectively. For evaluating the learning effects, this paper reviewed on the involved researches that can present the difference in learning achievement between the traditional and student-centered education (using game-based learning’s tool). The advantage/disadvantage of game-based learning on student-centered education is examined. The results show that the learning motivations of students have significant impact on the learning achievement, and the learning achievements of students with game-based learning are better than those who use the traditional faceto-face teaching. The results could provide the related educators as references.\",\"PeriodicalId\":13797,\"journal\":{\"name\":\"International Journal of Digital Content Technology and Its Applications\",\"volume\":\"54 1\",\"pages\":\"239-246\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2013-04-30\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"2\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"International Journal of Digital Content Technology and Its Applications\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.4156/JDCTA.VOL7.ISSUE8.26\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Digital Content Technology and Its Applications","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.4156/JDCTA.VOL7.ISSUE8.26","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Game-Based Learning Technology:The successful implementation of student-centered education
This paper practically reviewed on game-based learning system and its improvement of selfefficacy for student’s learning in student-centered education. The game-based learning is combined with educational and information technology. From the present academic carried on, the game-based learning is getting more attention. In game-based learning, the course content is mapped into the game to provide a scenario environment of learning, the repeated self-learning, the ongoing interaction and feedback which can increase the learning interest and motivation. Hence, game-based learning could reach the goal of learning effectively. For evaluating the learning effects, this paper reviewed on the involved researches that can present the difference in learning achievement between the traditional and student-centered education (using game-based learning’s tool). The advantage/disadvantage of game-based learning on student-centered education is examined. The results show that the learning motivations of students have significant impact on the learning achievement, and the learning achievements of students with game-based learning are better than those who use the traditional faceto-face teaching. The results could provide the related educators as references.