Literaturnachweis - Detailanzeige
Autor/inn/en | Shi, Aili; Wang, Yamin; Ding, Nan |
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Titel | The Effect of Game-Based Immersive Virtual Reality Learning Environment on Learning Outcomes: Designing an Intrinsic Integrated Educational Game for Pre-Class Learning |
Quelle | In: Interactive Learning Environments, 30 (2022) 4, S.721-734 (14 Seiten)Infoseite zur Zeitschrift
PDF als Volltext |
Zusatzinformation | ORCID (Wang, Yamin) |
Sprache | englisch |
Dokumenttyp | gedruckt; online; Zeitschriftenaufsatz |
ISSN | 1049-4820 |
DOI | 10.1080/10494820.2019.1681467 |
Schlagwörter | Game Based Learning; Computer Simulation; Educational Games; Foreign Countries; Mathematics Tests; Achievement Tests; Learning Motivation; Scores; Play; Personality Traits; Academic Achievement; Junior High School Students; Grade 7; Mathematical Concepts; China Computergrafik; Computersimulation; Educational game; Lernspiel; Ausland; Achievement test; Achievement; Testing; Test; Tests; Leistungsbeurteilung; Leistungsüberprüfung; Leistung; Testdurchführung; Testen; Motivation for studies; Lernmotivation; Spiel; Individual characteristics; Personality characteristic; Persönlichkeitsmerkmal; Schulleistung; Junior High Schools; Student; Students; Sekundarstufe I; Schüler; Schülerin; School year 07; 7. Schuljahr; Schuljahr 07 |
Abstract | As an emerging learning platform, game-based immersive virtual reality learning environments (GIVRLEs) have the potential to solve difficult teaching problems. This study designed a GIVRLE by integrating knowledge of quadratic functions into gameplay. Forty seventh graders who had never acquired that knowledge played the game and took pre- and posttests. An additional 60 seventh graders took the same math tests as controls. The results showed significant improvements in math achievement and learning motivation between the pre- and posttests among students who played the game. No enhancement of math achievement was found in the control students. The playability survey and user experience questionnaire verified the suitability of the game. The findings indicate that a GIVRLE is a suitable tool for addressing teaching difficulties in K-12. The notion of intrinsic integration between learning content and gameplay based on simulated daily activity tasks is further discussed. (As Provided). |
Anmerkungen | Routledge. Available from: Taylor & Francis, Ltd. 530 Walnut Street Suite 850, Philadelphia, PA 19106. Tel: 800-354-1420; Tel: 215-625-8900; Fax: 215-207-0050; Web site: http://www.tandf.co.uk/journals |
Erfasst von | ERIC (Education Resources Information Center), Washington, DC |
Update | 2024/1/01 |