Literaturnachweis - Detailanzeige
Autor/inn/en | Wang, Li-Chun; Chen, Ming-Puu |
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Titel | The Effects of Game Strategy and Preference-Matching on Flow Experience and Programming Performance in Game-Based Learning |
Quelle | In: Innovations in Education and Teaching International, 47 (2010) 1, S.39-52 (14 Seiten)Infoseite zur Zeitschrift
PDF als Volltext |
Sprache | englisch |
Dokumenttyp | gedruckt; online; Zeitschriftenaufsatz |
ISSN | 1470-3297 |
Schlagwörter | Games; Program Effectiveness; Secondary School Students; Experiential Learning; Problem Solving; Learning Motivation; Learning Strategies; Scoring Rubrics; Educational Strategies; Foreign Countries; Teaching Methods; Instructional Effectiveness; Student Motivation; Correlation; Questionnaires; Educational Technology; Computer Science Education; Computer Software; Programming; Information Technology; Programming Languages; Predictor Variables; Taiwan Game; Spiel; Spiele; Sekundarschüler; Experiental learning; Erfahrungsorientiertes Lernen; Problemlösen; Motivation for studies; Lernmotivation; Learning methode; Learning techniques; Lernmethode; Lernstrategie; Scoring formulas; Auswertungsbogen; Lehrstrategie; Ausland; Teaching method; Lehrmethode; Unterrichtsmethode; Unterrichtserfolg; Schulische Motivation; Korrelation; Fragebogen; Unterrichtsmedien; Computer science lessons; Informatikunterricht; Programmierung; Informationstechnologie; Prädiktor |
Abstract | Learning to program is difficult for novices, even for those undergraduates who have majored in computer science. The study described in this paper has investigated the effects of game strategy and preference-matching on novice learners' flow experience and performance in learning to program using an experiential gaming activity. One hundred and fifteen novices participated in the experimental activity. Two types of game strategy were employed: the matching-challenging strategy and the challenging strategy. Participants were categorised into one or other of the two groups based on individual preferences. The results of the study showed that: (1) the challenging group had higher flow experiences than the matching-challenging group; (2) participants' performance was enhanced with the use of the matching strategy; and (3) a compensation effect existed among the preference-mismatched learners who performed better in the challenging game-play. (Contains 4 tables and 4 figures.) (As Provided). |
Anmerkungen | Routledge. Available from: Taylor & Francis, Ltd. 325 Chestnut Street Suite 800, Philadelphia, PA 19106. Tel: 800-354-1420; Fax: 215-625-2940; Web site: http://www.tandf.co.uk/journals |
Erfasst von | ERIC (Education Resources Information Center), Washington, DC |
Update | 2017/4/10 |