Playing educational micro-games at high schools: Individually or collectively?
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216208%3A11320%2F15%3A10313778" target="_blank" >RIV/00216208:11320/15:10313778 - isvavai.cz</a>
Nalezeny alternativní kódy
RIV/67985823:_____/15:00451794 RIV/00216208:11210/15:10313778
Výsledek na webu
<a href="http://dx.doi.org/10.1016/j.chb.2015.02.025" target="_blank" >http://dx.doi.org/10.1016/j.chb.2015.02.025</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.1016/j.chb.2015.02.025" target="_blank" >10.1016/j.chb.2015.02.025</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Playing educational micro-games at high schools: Individually or collectively?
Popis výsledku v původním jazyce
The effectivity of learning by playing serious games is increasingly subject to research, but information about how these games should actually be used in classes is limited. In this explorative study with between-subject design (N = 166; high school students), we investigated the effectivity of playing two different micro-games in two different ways. After an expository lecture, either students played a game individually at computers ("individual play"), or the teacher played it, while showing it to the class on a projector and prompting the students on how to proceed with the game ("collective play"). Results indicated that the two modes of play were nearly comparable as concerns immediate and one month delayed learning gains, as well as subjective evaluation of educational experience. There were only two notable differences. First, immediate test scores for factual questions, but not transfer questions, for one of the games were higher for the individual play (medium effect size). S
Název v anglickém jazyce
Playing educational micro-games at high schools: Individually or collectively?
Popis výsledku anglicky
The effectivity of learning by playing serious games is increasingly subject to research, but information about how these games should actually be used in classes is limited. In this explorative study with between-subject design (N = 166; high school students), we investigated the effectivity of playing two different micro-games in two different ways. After an expository lecture, either students played a game individually at computers ("individual play"), or the teacher played it, while showing it to the class on a projector and prompting the students on how to proceed with the game ("collective play"). Results indicated that the two modes of play were nearly comparable as concerns immediate and one month delayed learning gains, as well as subjective evaluation of educational experience. There were only two notable differences. First, immediate test scores for factual questions, but not transfer questions, for one of the games were higher for the individual play (medium effect size). S
Klasifikace
Druh
J<sub>x</sub> - Nezařazeno - Článek v odborném periodiku (Jimp, Jsc a Jost)
CEP obor
AM - Pedagogika a školství
OECD FORD obor
—
Návaznosti výsledku
Projekt
Výsledek vznikl pri realizaci vícero projektů. Více informací v záložce Projekty.
Návaznosti
S - Specificky vyzkum na vysokych skolach<br>I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace
Ostatní
Rok uplatnění
2015
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název periodika
Computers in Human Behavior
ISSN
0747-5632
e-ISSN
—
Svazek periodika
48
Číslo periodika v rámci svazku
July 2015
Stát vydavatele periodika
US - Spojené státy americké
Počet stran výsledku
13
Strana od-do
682-694
Kód UT WoS článku
000353730000074
EID výsledku v databázi Scopus
2-s2.0-84924384832