Assessment of Game-based learning systems:A Human Factor Perspective

碩士 === 國立中央大學 === 網路學習科技研究所 === 100 === In the past decades, game-based learning has been widely applied by educational institutes as an effective learning tool because it can provide many benefits to students’ learning. However, previous researches also indicated that game-based learning possesses...

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Main Authors: Pei-Ren Huang, 黃霈仁
Other Authors: Sherry Y. Chen
Format: Others
Language:en_US
Published: 2012
Online Access:http://ndltd.ncl.edu.tw/handle/52728404944419871379
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spelling ndltd-TW-100NCU057260142015-10-13T21:22:38Z http://ndltd.ncl.edu.tw/handle/52728404944419871379 Assessment of Game-based learning systems:A Human Factor Perspective 從人因的觀點評估遊戲式學習 Pei-Ren Huang 黃霈仁 碩士 國立中央大學 網路學習科技研究所 100 In the past decades, game-based learning has been widely applied by educational institutes as an effective learning tool because it can provide many benefits to students’ learning. However, previous researches also indicated that game-based learning possesses some problems, such as the increase of learners’ cognitive overload. However, not all of learners can overcome these problems. Thus, whether game-based learning approach is suitable for all learners is inconclusive. In this vein, the research presented in this dissertation aims to examine how human factors affect learners’ responses to design features provided by game-based learning by conducting two empirical studies. Study One examines the influences of human factors (i.e., gender differences, prior knowledge and cognitive styles) on learners’ preferences for general game design features while Study Two investigates how human factors influence learners’ reactions to design features provided by two particular games, i.e. Machinarium and CSI: Web Adventures. A data mining approach was applied to explore the relationship between human-factors and learners’ reactions in this research. The results showed that human factors play an important role in the learners’ reactions to game-based leaning. In brief, males tended to play a game with a high level of difficulties and ignored additional support provided by games while females showed an opposite preference. Moreover, learners with high levels of FPG and EPG attempted to ignore the text-based hints in games while learners with low levels of FPG and EPG need more hints to help them play the game. Finally, a framework was developed to summarize the findings of these two studies. The ramework can be applied to support designers and instructors to choose suitable design features for each learner based on his/her characteristics. Sherry Y. Chen 陳攸華 2012 學位論文 ; thesis 127 en_US
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description 碩士 === 國立中央大學 === 網路學習科技研究所 === 100 === In the past decades, game-based learning has been widely applied by educational institutes as an effective learning tool because it can provide many benefits to students’ learning. However, previous researches also indicated that game-based learning possesses some problems, such as the increase of learners’ cognitive overload. However, not all of learners can overcome these problems. Thus, whether game-based learning approach is suitable for all learners is inconclusive. In this vein, the research presented in this dissertation aims to examine how human factors affect learners’ responses to design features provided by game-based learning by conducting two empirical studies. Study One examines the influences of human factors (i.e., gender differences, prior knowledge and cognitive styles) on learners’ preferences for general game design features while Study Two investigates how human factors influence learners’ reactions to design features provided by two particular games, i.e. Machinarium and CSI: Web Adventures. A data mining approach was applied to explore the relationship between human-factors and learners’ reactions in this research. The results showed that human factors play an important role in the learners’ reactions to game-based leaning. In brief, males tended to play a game with a high level of difficulties and ignored additional support provided by games while females showed an opposite preference. Moreover, learners with high levels of FPG and EPG attempted to ignore the text-based hints in games while learners with low levels of FPG and EPG need more hints to help them play the game. Finally, a framework was developed to summarize the findings of these two studies. The ramework can be applied to support designers and instructors to choose suitable design features for each learner based on his/her characteristics.
author2 Sherry Y. Chen
author_facet Sherry Y. Chen
Pei-Ren Huang
黃霈仁
author Pei-Ren Huang
黃霈仁
spellingShingle Pei-Ren Huang
黃霈仁
Assessment of Game-based learning systems:A Human Factor Perspective
author_sort Pei-Ren Huang
title Assessment of Game-based learning systems:A Human Factor Perspective
title_short Assessment of Game-based learning systems:A Human Factor Perspective
title_full Assessment of Game-based learning systems:A Human Factor Perspective
title_fullStr Assessment of Game-based learning systems:A Human Factor Perspective
title_full_unstemmed Assessment of Game-based learning systems:A Human Factor Perspective
title_sort assessment of game-based learning systems:a human factor perspective
publishDate 2012
url http://ndltd.ncl.edu.tw/handle/52728404944419871379
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