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Education Commons

Open Access. Powered by Scholars. Published by Universities.®

2015

Instructional Media Design

Game-based learning

Educational Technology Faculty Publications and Presentations

Articles 1 - 2 of 2

Full-Text Articles in Education

How Debriefing Strategies Can Improve Student Motivation And Self-Efficacy In Game-Based Learning, Cigdem Uz Bilgin, Youngkyun Baek, Hyungsung Park Oct 2015

How Debriefing Strategies Can Improve Student Motivation And Self-Efficacy In Game-Based Learning, Cigdem Uz Bilgin, Youngkyun Baek, Hyungsung Park

Educational Technology Faculty Publications and Presentations

Debriefing is an important step in game-based learning environments. In the present study, the effect of different debriefing strategies in terms of two factors, grouping (self vs. team) and timing (in-game vs. post-game), was investigated on the motivation and self-efficacy levels of students. In a 2x2 ANOVA design, 62 sixth grade students were randomly assigned into two debriefing groups: self-debriefing and team debriefing. About half of members in each group performed either one of the two debriefing: in-game debriefing or post-game debriefing. Students in the self-debriefing as well as in the team-briefing group played the game three days a week …


Exploring Effects Of Intrinsic Motivation And Prior Knowledge On Student Achievements In Game-Based Learning, Youngkyun Baek, Yan Xu, Sanghoon Han, Jungwon Cho Oct 2015

Exploring Effects Of Intrinsic Motivation And Prior Knowledge On Student Achievements In Game-Based Learning, Youngkyun Baek, Yan Xu, Sanghoon Han, Jungwon Cho

Educational Technology Faculty Publications and Presentations

This study investigates the effects of students’ intrinsic motivation and prior knowledge on student achievement in learning Chinese in a game-based learning environment. A total of 140 fourth-grade students from an elementary school in South Korea participated in this study. An instructional game called “Hanjamaru,” which is designed to teach Chinese characters, was implemented for four weeks. During the experiment, students’ prior knowledge, intrinsic motivation in gaming, and achievements learning Chinese were quantitatively measured. Findings from this study demonstrate that both students’ prior knowledge and intrinsic motivation affect their achievements in learning Chinese. Also, there students’ prior knowledge and intrinsic …