Are educational computer micro-games engaging and effective for knowledge acquisition at high-schools? A quasi-experimental study
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216208%3A11320%2F11%3A10103400" target="_blank" >RIV/00216208:11320/11:10103400 - isvavai.cz</a>
Nalezeny alternativní kódy
RIV/67985823:_____/11:00371672
Výsledek na webu
<a href="http://www.sciencedirect.com/science/article/pii/S0360131511000881" target="_blank" >http://www.sciencedirect.com/science/article/pii/S0360131511000881</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.1016/j.compedu.2011.04.007" target="_blank" >10.1016/j.compedu.2011.04.007</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Are educational computer micro-games engaging and effective for knowledge acquisition at high-schools? A quasi-experimental study
Popis výsledku v původním jazyce
We investigate learning effects of a micro-game on the topic of animal training that can be played with a teacher''s guidance as a supplement after a traditional expository lecture. The game''s purpose is to reinforce and integrate part of the knowledgelearnt during the lecture. Each class was divided to two groups randomly. After an expository lecture, the game group played a game called Orbis Pictus Bestialis while the control group received an extra lecture that used media-rich materials. We investigated the immediate and one month delayed effects of the game on students'' knowledge. The results showed that a) the game-playing is comparable to the traditional form of teaching concerning immediate knowledge gains and has a significant medium positive effect size regarding retention, b) the game-playing is not detrimental to information transmitted in the expository lecture but not strengthened by the game.
Název v anglickém jazyce
Are educational computer micro-games engaging and effective for knowledge acquisition at high-schools? A quasi-experimental study
Popis výsledku anglicky
We investigate learning effects of a micro-game on the topic of animal training that can be played with a teacher''s guidance as a supplement after a traditional expository lecture. The game''s purpose is to reinforce and integrate part of the knowledgelearnt during the lecture. Each class was divided to two groups randomly. After an expository lecture, the game group played a game called Orbis Pictus Bestialis while the control group received an extra lecture that used media-rich materials. We investigated the immediate and one month delayed effects of the game on students'' knowledge. The results showed that a) the game-playing is comparable to the traditional form of teaching concerning immediate knowledge gains and has a significant medium positive effect size regarding retention, b) the game-playing is not detrimental to information transmitted in the expository lecture but not strengthened by the game.
Klasifikace
Druh
J<sub>x</sub> - Nezařazeno - Článek v odborném periodiku (Jimp, Jsc a Jost)
CEP obor
AM - Pedagogika a školství
OECD FORD obor
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Návaznosti výsledku
Projekt
Výsledek vznikl pri realizaci vícero projektů. Více informací v záložce Projekty.
Návaznosti
P - Projekt vyzkumu a vyvoje financovany z verejnych zdroju (s odkazem do CEP)<br>Z - Vyzkumny zamer (s odkazem do CEZ)
Ostatní
Rok uplatnění
2011
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název periodika
Computers and Education
ISSN
0360-1315
e-ISSN
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Svazek periodika
57
Číslo periodika v rámci svazku
3
Stát vydavatele periodika
GB - Spojené království Velké Británie a Severního Irska
Počet stran výsledku
18
Strana od-do
1971-1988
Kód UT WoS článku
000294099000012
EID výsledku v databázi Scopus
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