【摘 要】
:
Learners as players may have different perceptions of educational games depending on contextual factors such as anonymity and competition/cooperation of gam
【机 构】
:
Department of Information Management,Chung-Hua University,Taiwan
【出 处】
:
The 23rd International Conference on Computers in Education(
论文部分内容阅读
Learners as players may have different perceptions of educational games depending on contextual factors such as anonymity and competition/cooperation of gameplay.This study investigated the impacts of gameplay anonymity and competition/cooperation mode based on the multiplayer English vocabulary learning game VocaMono.A class of twenty six fourth grade elementary school students were recruited and exposed to four gameplay modes including anonymous/cooperation,non-anonymous/cooperation,anonymous/no cooperation,and non-anonymous/no cooperation.The results revealed the following findings.First,VocaMono is a well-designed digital game-based English vocabulary learning program with both high education and entertainment ingredients.Second,players tended to have higher enjoyment in anonymous modes.More players had the most willingness to recommend anonymous modes to others and had the most willingness to play anonymous modes again.Third,anonymous modes were more challenging.More players felt the most nervous and worried the most to lose in anonymous modes.Fourth,gameplay anonymity may increase the mental loading to implement both pedagogy and gameplay tasks on the game.Fifth,more players had the most intention to attack others in anonymous modes.Sixth,cooperation may reduce the gameplay anxiety and cognitive load.Seventh,players had lower goal commitment in cooperation modes.Finally,cooperation reduced players' attack behavior.
其他文献
As ubiquitous technologies gain their popularity among learners,many new applications and services for English learning have been developed.This paper aims
Seamless learning is an approach which learners can create relationships between their formal and informal learning.To support seamless learning,some seamle
This study investigated use of iPad apps in young children's literacy learning.This study has two phases: app appraisal phase,and the child play phase.In th
This paper reviewed relevant literature of using hand-held devices in children and used responses from an online discussion forum to investigate people's op
By compared to other subjects of university admission examination in Thailand,English subject scores have been at the lowest level since 2007.With the impor
This is a comparative study of the Japanese and East Asian use of information and communication technology(ICT)in mathematics education.In Japan,the concern
Learning computer programming concepts has always been a challenge to most students.An innovative learning environment for teaching iterative programming co
An interactive e-book not only combine words,images,pictures and videos,but also provides interactive learning facilitates,such as the question & answer fun
Today's curricula for undergraduate students stress the development of skills,which have been defined as the "21st century skills".These skills include crea
In this paper,we describe the enactment of a mobile technology-supported science curriculum that was designed with the aim of connecting the formal learning