Sha Yang, Brian T. Berndt, Dr. William Watson

Slides:



Advertisements
Similar presentations
Katherine L. Hughes & Melinda Mechur Karp
Advertisements

Project VIABLE: Behavioral Specificity and Wording Impact on DBR Accuracy Teresa J. LeBel 1, Amy M. Briesch 1, Stephen P. Kilgus 1, T. Chris Riley-Tillman.
Method Participants 184 five-year-old (M age=5.63, SD=0.22) kindergarten students from 30 classrooms in central Illinois Teacher ratings The second edition.
Increasing Preservice Teachers' Capacity for Technology Integration Through the Use of Electronic Models Melissa Dark Purdue University.
Improving Spelling through Using Rhythm and Melody to Teach Spelling Rules.
Manipulatives – Making Math Fun Dr. Laura Taddei.
Kerry Murphy Paolo Busante
Dorothy Chun UC Santa Barbara INTENT Conference, Léon.
The Impact of On-line Teaching Practices On Young EFL Learners' Instruction Dr. Trisevgeni Liontou RHODES MAY
A Literature Review: Investigating Reading Recovery’s Motivational Effect Rebecca Caufman George Mason University EDRD 797 May 2, 2011.
Manipulatives – Making Math Fun Dr. Laura Taddei.
GETTING HIGH SCHOOL STUDENT’S BUY-IN: Target Language Only Mandarin Chinese Classes.
The Effects of Authentic Audience on ESL Writers: A Task-Based, Computer-Mediated Approach By Julian Chen & Kimberly Brown.
Presenter: Han, Yi-Ti Adviser: Chen, Ming-Puu Date: March 09, 2009 Tuzun, H., Yilmaz Soylu, M., Karakus, T.,Inal, Y. & Kizilkaya, K.(2009). The effects.
Teshawn Reed The question that parents ask,” How can I help my child become a better reader?”
THE RELATIONSHIP BETWEEN PRE-SERVICE TEACHERS’ PERCEPTIONS TOWARD ACTIVE LEARNING IN STATISTIC 2 COURSE AND THEIR ACADEMIC ACHIEVEMENT Vanny Septia Efendi.
Factors affecting the motivation of Hong Kong primary school students in composing music Presenter: Jenny Tseng Professor: Ming-Puu Chen Date: March 21,
Assessment as an Instructional Strategy Using Assessment to Inform Teaching and Learning.
The Effect of Student Teaching on Pre-service PE Teachers’ Efficacy Beliefs Zan Gao, University of Utah, Salt Lake City, UT Zan Gao, University of Utah,
1 Hsiu-Ying Wang and Gwo-Jen Hwang Department of Education, National Taiwan University of Tainan, Taiwan Graduate Institute of Digital Learning and Education,
A Study of the Achievement in English of Mathayomsuksa 2 Students at Suksanareewittaya School, Using the Storyline Method. Supa Sringam
THE USE OF FLIPPED CLASSROOMS IN AN EFL COURSE 4A0C0044 Coco 李慈恩.
How can giving ELL students access to learning games on a computer help them learn in the classroom? By: Lisa Cruz.
Does training on self-regulated learning facilitate students' learning with hypermedia Presenter: Jenny Tseng Professor: Ming-Puu Chen Date: March 15,
How can giving ELL students access to learning games on a computer help them learn in the classroom? By: Lisa Cruz.
The Use of Facebook Improve Motivation on English learning School: Southern Taiwan University Number:N99C0027 name: Candace Professor: Roger Yang.
Surveying instructor and learner attitudes toward e-learning Presenter: Jenny Tseng Professor: Ming-Puu Chen Date: April 12, 2008 Liaw, S., Huang, H.,
ABSTRACT In this study, structural equation modeling is applied to examine the determinants of students’ satisfaction and their perceived learning outcomes.
An Exploration of Reading Comprehension with ELL Students Lindsay Jones.
The role of feedback and self-efficacy on web-based learning: The social cognitive perspective Presenter: Han, Yi-Ti Adviser: Chen, Ming-Puu Date: Jun.
Games in Schools: Teachers’ Perceptions of Barriers to Game-based Learning William Watson, Sha Yang, & Dana Ruggiero Purdue University.
Using Animated videos in graduate schools Role of Animated Videos On the Learning Process For Graduate Students Aaliah s Alhissan LRC: Teacher Research.
Adult Student Match. You’re ready to get started!  You’ve completed RT’s orientation, training, interview and background check. Now it’s time to meet.
Blended settings provide effective PBL opportunities Dr. Christine Sabieh, Professor Notre Dame University TESOL 2016 – CALL-IS, Baltimore Panel on Project-Based.
Capstone Investigation of the Advanced Professional’s Impact on Student Learning Stefanie Plato Idaho State University Fall 2009.
Adult Student Match.
Task Based Learning Does it Work?.
Affordances of an iPad-based Physics Curriculum
TEACHING READING.
A systematic literature review of empirical evidence on computer games and serious games Wakana Ishimaru Leo Liang.
Presenter: Chen-Yo Chi Advisor: Dr. Chin-Ling Lee Date: June 1, 2009
Dr. T.D.T.L. Dhanapala The Open University of Sri Lanka
Results Background Objectives Methods Conclusions
Effects of Character Voice-over on Players’ Engagement
Integrating Peer Collaboration to Improve Social Studies comprehension
Does training in number knowledge improve arithmetic scores?
Does adaptive scaffolding facilitate students ability to regulate their learning with hypermedia? 指導教授:陳明溥 學 生 :王麗君.
Evaluation of The Incredible Years Teacher Classroom Management Program in a Norwegian school setting: Changes in children’s behavior (preliminary results)
The effects of physical activity on third grade math scores
Interactive Whiteboard Use and Student Achievement
Investigation of Instructions for Password Generation
Wendy Wolfe, Forrest Files, & Shrinidhi Subramaniam
CHAN Ka Wing, LAM Chung Man and YEUNG Yau Yeun
The effects of physical activity on third grade math scores
Instructor Made Videos Enhance Student Learning
Learners’ perception of their STAD cooperative experience
Aim To investigate how children of different age groups respond to tutoring when they had a problem to solve. Participants 30 middle class children from.
Technology Integration project
Presentation by: Nora, Katherine, Carmen, and Shadia
Social Change Implications
Critical Analysis of Ochoa
Examining ESL Students’ Motivation, Readiness and Stress in Learning English through Blended Learning Ayomi Weerakoon Department of Languages Australian.
Using Video and Technology in the Classroom - Introduction
Sabine Wollscheid, Senior Researcher, Dr. phil.
Research Questions Practice.
Second Language Vocabulary Acquisition
Group Learning Group learning can be a great way to present opportunities not available to solitary learners. Rachna.
Learning online: Motivated to Self-Regulate?
THE RELATIONSHIP BETWEEN PRE-SERVICE TEACHERS’ PERCEPTIONS TOWARD ACTIVE LEARNING IN STATISTIC 2 COURSE AND THEIR ACADEMIC ACHIEVEMENT Vanny Septia Efendi.
Adviser: Ming-Puu Chen Presenter: Li-Chun Wang
Presentation transcript:

How Digital Scaffolds in Educational Games Affect Learning and Motivation Sha Yang, Brian T. Berndt, Dr. William Watson Learning, Design & Technology Purdue University

Purpose This study examines whether full and limited digital scaffolds in an educational computer game affect players’ learning outcome and motivation for the topic differently. This study will have implications for the design of digital scaffolds in educational video games.

Introduction The literature on the use of scaffolds for learning is significant; however, there remains a scarcity of literature on scaffolds in the use of digital games for instruction, and particularly on built-in scaffolds in educational games.

Research Question With digital game-based learning, how do learning outcomes and motivation compare between learners who play an educational computer game with limited scaffolds and those who play the game with full scaffolds?

Participants Forty-seven undergraduates (46 Caucasian and 1 Asian) Forty-six of them with no prior knowledge of Japanese shown by pretest.

Materials Game An educational computer game was developed to help players learn the basic Japanese characters known as hiragana. Scaffolds Version A (Full scaffolds): Romaji on Cards, Hover Hints, Recommended Match Version B (Limited scaffolds): Color Hints, Hiragana Table, Recommended Match

Romaji on Cards (Full Scaffolds)

Color Hints (Limited Scaffolds)

Turn off Scaffolds

Pre- and post-motivation questionnaire Pre- and post knowledge test Game profile tracking achievements and what scaffolding they used. Individual interviews

Procedure Participants were randomly and equally divided into two groups. Participants filled in a pre-intervention questionnaire on their knowledge of Japanese and their motivation for learning Japanese. Half of the students played Version A of the game and the other half played Version B. After they played for twenty minutes, we suggested them to try to turn off the English underneath each card in the game, or to switch to intermediate mode, but they did not have to. Participants played the game for 40 minutes in all. Participants filled in a post-intervention questionnaire on their knowledge of Japanese and their motivation for learning Japanese. Five participants were selected for 15-minute individual interview two weeks later.

Analysis Is time significant ? Is the type of scaffolds significant ? Motivation Yes No Attention Relevance Confidence Satisfaction Learning

Results Both groups’ motivation decreased after playing the game. Full scaffolds are not significantly different from limited scaffolds in affecting learners’ motivation. The group using limited scaffolds had slightly higher motivation than the group using full scaffolds. Two groups’ learning outcomes improve after playing the game. Full scaffolds are not significantly different from limited scaffolds in improving learners’ learning outcome. Learners’ performance was not highly correlated to their scores in the posttest.

Discussion No prior knowledge of Japanese results in frustration and motivational decrease. Whether scaffolds facilitate learning depends on how the scaffolds are used. - Some learners did not use scaffolds all the time and tried to learn the language. - Some learners used scaffolds all the time to win the game rather than trying to LEARN something.

References Bekebrede, G., Warmelink, H. J. G., & Mayer, I. S. (2011). Reviewing the need for gaming in education to accommodate the net generation. Computers & Education, 57, 1521- 1529. Brush T. A., & Saye, J. W. (2002). A summary of research exploring hard and soft scaffolding for teachers and students using a multimedia supported learning environment. The Journal of Interactive Online Learning, 1(2), 1-12. Can, G., & Cagiltay, K. (2006). Turkish prospective teachers' perceptions regarding the use of computer games with educational features. Educational Technology & Society, 9(1), 308-321. Koh, E., Kin. Y. G., Wadhwa, B., & Lim, J. (2011). Teacher perceptions of games in Singapore schools. Simulation & Gaming, 42(4), 1-16. Pastore, R. S., & Falvo. D. A. (2010). Video games in the classroom: pre- and in-service teachers’ perceptions of games in the K-12 classroom. International Journal of Instructional Technology and Distance Learning, 7(12), 49-57. Schrader, P. G., Zheng, D., & Young, M. (2006). Teacher perceptions of video games: MMOGs and the future of preservice teacher education. Innovate Online Journal. Simons, K., & Klein, J. D. (2007). The impact of scaffolding and student achievement levels in a problem-based learning environment. Instructional Science , 35, 41-72. Sun, C.-T., Wang, D.-Y., & Chan, H.-L. (2011). How digital scaffolds in games direct problem- solving behaviors. Computers & Education, 57(3), 2118-2125. Wood, D., Bruner, J., & G., R. (1976). The role of tutoring in problem solving. Journal of Child Psychology and Psychiatry , 17 (2), 89-100. Yelland, N., & Masters, J. (2007). Rethinking scaffolding in the information age. Computers & Education , 48 (3), 362-382.