Summary: | 碩士 === 長榮大學 === 資訊管理學系(所) === 104 === Many researches show that somatosensory game is used in the classroom to teach knowledge due to need to use body movements such as waving, running, jumping, and climbing to operate games, that can add students'' learning motivation. Although it is obvious that somatosensory game could improve cognitive for learners, some studies found the new way of learning through somatosensory game like Kinect maybe generate the difference of learning outcomes because of cognitive load. Therefore, the purpose of this study was to understand the cognitive changes of learners and the generation of cognitive load by the implement of game-based somatosensory operation learning.
This study combined Kinect device to design the learning somatosensory game that learning content is about globe warming issue, and implemented it in 3 of fifth-grade students with 60 participants in Tainan. Through a pre-test/post-test/ delays-test questionnaire, the descriptive statistics and open questions are discussed. The results shows: 1. the score of post-test in correct answer is higher than pre-test(0.00 <0.05), and post-test scores further compare with cognitive load, indicate it is no significant (0.214> 0.05). 2. The 4 type of assimilative, convergent, adaptation and diffusion, overall and individual types of learning styles are less than significant with cognitive load, indicate different types of student learning styles is no relationship with cognitive load.
In summary, the results of the study to learn students somatosensory style role-playing game and will not cause cognitive load, and students prior knowledge and skill level will not shadow their final learning outcomes, but in the design of learning content on the game, must be taken to avoid cognitive differences. Therefore, we recommend that future research may be further modified for learning content and then applied to test, as well as future teachers who take a similar approach to teaching learning, the need to be cautious choreography learning content.
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