Abstract
The present study investigates how the different modes of game-design triggers learning outcomes, focusing on peer learning and intergroup competition. A problem-solving science game was developed to help secondary students to learn about the motion of objects. Participants (N = 110) from an urban middle school were randomly assigned to four game-design conditions (individual-competition, individual-no-competition, peer-competition, and peer-no-competition). The results indicated that the peer-competition and peer-no-competition groups outperformed those in the individual-competition and individual-no-competition groups in terms of conceptual knowledge. Additionally, peer-competition groups exhibited higher interest and value and lower tension than those in the individual gameplay groups. Patterns of learning behavior revealed the emergence of in situ science-related problem solving in the peer-competition mode of GBL. Implications on the effectiveness of game-design for GBL are discussed.
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Funding
This study was funded by Ministry of Science and Technology in Taiwan (grant number MOST 105-2628-S-018-001-MY3).
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Appendix 1: Samples of conceptual knowledge test
Appendix 1: Samples of conceptual knowledge test
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1.
The bus moves back and forth along the street; if it is 100 km away from the initial position after 5 h, then:
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a.
The path is 100 km long
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b.
Displacement 100 km
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c.
Average speed − 20 km/h
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d.
Average speed − 20 km/h
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a.
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2.
Running back to the initial position in the playground, the length of the path is 400 m, so the displacement is:
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a.
400 meters
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b.
− 400 m
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c.
0 m
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a.
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3.
If you go 100 m from home to school and then return home, the displacement is how many meters? (You need only fill in the number, not the unit.)
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Chen, CH. The impacts of peer competition-based science gameplay on conceptual knowledge, intrinsic motivation, and learning behavioral patterns. Education Tech Research Dev 67, 179–198 (2019). https://doi.org/10.1007/s11423-018-9635-5
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DOI: https://doi.org/10.1007/s11423-018-9635-5