Language:
English
繁體中文
Help
回圖書館首頁
手機版館藏查詢
Login
Back
Switch To:
Labeled
|
MARC Mode
|
ISBD
Prompting Self-Explanation During or...
~
Yang, Xiaotong.
Linked to FindBook
Google Book
Amazon
博客來
Prompting Self-Explanation During or After Playing Educational Games.
Record Type:
Electronic resources : Monograph/item
Title/Author:
Prompting Self-Explanation During or After Playing Educational Games./
Author:
Yang, Xiaotong.
Published:
Ann Arbor : ProQuest Dissertations & Theses, : 2023,
Description:
118 p.
Notes:
Source: Dissertations Abstracts International, Volume: 85-07, Section: A.
Contained By:
Dissertations Abstracts International85-07A.
Subject:
Educational technology. -
Online resource:
https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=30640276
ISBN:
9798381410266
Prompting Self-Explanation During or After Playing Educational Games.
Yang, Xiaotong.
Prompting Self-Explanation During or After Playing Educational Games.
- Ann Arbor : ProQuest Dissertations & Theses, 2023 - 118 p.
Source: Dissertations Abstracts International, Volume: 85-07, Section: A.
Thesis (Ph.D.)--The Florida State University, 2023.
This item must not be sold to any third party vendors.
This study employed a pretest-posttest control group experimental design to investigate the impact of self-explanation prompts on content learning in the game-based context. Additionally, it explored the effectiveness of different delivery timings for the prompts-either during or after gameplay-in enhancing students' cognitive engagement in self-explanation and content learning.The physics educational game "Save Kitten" was developed using Articulate Storyline 360®, incorporating in-game textual self-explanation prompts that asked students to explain their game solutions based on targeted physics knowledge. Students voluntarily responded to these prompts by drawing force diagrams on a handout. The participants consisted of 92 10th-grade students from a large public high school in southern China, who were randomly assigned to one of three conditions: control (playing the game without prompts), during (playing the game with prompts delivered between game levels), and after (playing the game with prompts delivered after completing gameplay). Quantitative data were collected through a demographic questionnaire, pretest and posttest assessments of physics knowledge, and a handout for written self-explanation. Descriptive analysis, correlation analysis, multiple regression, Chi-squared test, independent Mann-Whitney U test, paired-sample t-test, one-way ANOVA, and one-way ANCOVA were performed using SPSS version 25.0 to analyze the quantitative data. Qualitative data collected through in-field observations and informal student interviews were thematically analyzed manually.The quantitative findings revealed that students who played the game with self-explanation prompts, either during or after gameplay, achieved significantly higher scores in the posttest compared to those without prompts after controlling for pretest scores. Moreover, students demonstrated better learning outcomes when more engaged in self-explanation. There was no significant difference in self-explanation engagement between students who received the prompts at different timings. However, during-gameplay prompts for self-explanation proved more effective than prompts delivered after gameplay in enhancing students' content learning through gameplay. Qualitative findings indicated that students displayed a strong level of involvement and interest in gameplay, compared to physics learning, and a collective focus on game achievement. Some students who were not prompted demonstrated spontaneous self-explanation, while others who received prompts did not engage in self-explanation as anticipated. Recognizing the instrumental value of self-explanation could encourage students to engage with the prompts, whether in written form or mentally.This study provides empirical evidence supporting prompting self-explanation when students play educational games and offers insights into effective strategies for designing and implementing the self-explanation prompts in game-based learning contexts.
ISBN: 9798381410266Subjects--Topical Terms:
517670
Educational technology.
Subjects--Index Terms:
Game-based learning
Prompting Self-Explanation During or After Playing Educational Games.
LDR
:04238nmm a2200409 4500
001
2395556
005
20240517104622.5
006
m o d
007
cr#unu||||||||
008
251215s2023 ||||||||||||||||| ||eng d
020
$a
9798381410266
035
$a
(MiAaPQ)AAI30640276
035
$a
AAI30640276
040
$a
MiAaPQ
$c
MiAaPQ
100
1
$a
Yang, Xiaotong.
$0
(orcid)0000-0002-4708-2686
$3
3765067
245
1 0
$a
Prompting Self-Explanation During or After Playing Educational Games.
260
1
$a
Ann Arbor :
$b
ProQuest Dissertations & Theses,
$c
2023
300
$a
118 p.
500
$a
Source: Dissertations Abstracts International, Volume: 85-07, Section: A.
500
$a
Advisor: Ke, Fengfeng.
502
$a
Thesis (Ph.D.)--The Florida State University, 2023.
506
$a
This item must not be sold to any third party vendors.
520
$a
This study employed a pretest-posttest control group experimental design to investigate the impact of self-explanation prompts on content learning in the game-based context. Additionally, it explored the effectiveness of different delivery timings for the prompts-either during or after gameplay-in enhancing students' cognitive engagement in self-explanation and content learning.The physics educational game "Save Kitten" was developed using Articulate Storyline 360®, incorporating in-game textual self-explanation prompts that asked students to explain their game solutions based on targeted physics knowledge. Students voluntarily responded to these prompts by drawing force diagrams on a handout. The participants consisted of 92 10th-grade students from a large public high school in southern China, who were randomly assigned to one of three conditions: control (playing the game without prompts), during (playing the game with prompts delivered between game levels), and after (playing the game with prompts delivered after completing gameplay). Quantitative data were collected through a demographic questionnaire, pretest and posttest assessments of physics knowledge, and a handout for written self-explanation. Descriptive analysis, correlation analysis, multiple regression, Chi-squared test, independent Mann-Whitney U test, paired-sample t-test, one-way ANOVA, and one-way ANCOVA were performed using SPSS version 25.0 to analyze the quantitative data. Qualitative data collected through in-field observations and informal student interviews were thematically analyzed manually.The quantitative findings revealed that students who played the game with self-explanation prompts, either during or after gameplay, achieved significantly higher scores in the posttest compared to those without prompts after controlling for pretest scores. Moreover, students demonstrated better learning outcomes when more engaged in self-explanation. There was no significant difference in self-explanation engagement between students who received the prompts at different timings. However, during-gameplay prompts for self-explanation proved more effective than prompts delivered after gameplay in enhancing students' content learning through gameplay. Qualitative findings indicated that students displayed a strong level of involvement and interest in gameplay, compared to physics learning, and a collective focus on game achievement. Some students who were not prompted demonstrated spontaneous self-explanation, while others who received prompts did not engage in self-explanation as anticipated. Recognizing the instrumental value of self-explanation could encourage students to engage with the prompts, whether in written form or mentally.This study provides empirical evidence supporting prompting self-explanation when students play educational games and offers insights into effective strategies for designing and implementing the self-explanation prompts in game-based learning contexts.
590
$a
School code: 0071.
650
4
$a
Educational technology.
$3
517670
650
4
$a
Instructional design.
$3
3172279
650
4
$a
Science education.
$3
521340
650
4
$a
Educational psychology.
$3
517650
653
$a
Game-based learning
653
$a
Learning support
653
$a
Self-explanation
653
$a
Timing of support
653
$a
K-12 education
690
$a
0710
690
$a
0447
690
$a
0714
690
$a
0525
710
2
$a
The Florida State University.
$b
Educational Psychology & Learning Systems.
$3
2105494
773
0
$t
Dissertations Abstracts International
$g
85-07A.
790
$a
0071
791
$a
Ph.D.
792
$a
2023
793
$a
English
856
4 0
$u
https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=30640276
based on 0 review(s)
Location:
ALL
電子資源
Year:
Volume Number:
Items
1 records • Pages 1 •
1
Inventory Number
Location Name
Item Class
Material type
Call number
Usage Class
Loan Status
No. of reservations
Opac note
Attachments
W9503876
電子資源
11.線上閱覽_V
電子書
EB
一般使用(Normal)
On shelf
0
1 records • Pages 1 •
1
Multimedia
Reviews
Add a review
and share your thoughts with other readers
Export
pickup library
Processing
...
Change password
Login