2013
DOI: 10.1016/j.compedu.2012.11.019
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A collaborative game-based learning approach to improving students' learning performance in science courses

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Cited by 435 publications
(265 citation statements)
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“…Cluster 2, the "Mediated Inquiry" Cluster, represents papers emphasizing face-to-face mediated collaboration, with inquiry and exploration pedagogies that use dynamic technological tools such as simulations and immersive technologies [5,11,20,27,38,39] or games [16,32]. Table 3 shows the clear dominance of the different inquiry and exploration pedagogies in this cluster.…”
Section: Cluster 2: Mediated Inquirymentioning
confidence: 99%
“…Cluster 2, the "Mediated Inquiry" Cluster, represents papers emphasizing face-to-face mediated collaboration, with inquiry and exploration pedagogies that use dynamic technological tools such as simulations and immersive technologies [5,11,20,27,38,39] or games [16,32]. Table 3 shows the clear dominance of the different inquiry and exploration pedagogies in this cluster.…”
Section: Cluster 2: Mediated Inquirymentioning
confidence: 99%
“…Several studies have reported the effectiveness of educational computer games in enhancing the learning interest of students, and even increase their motivation (Hwang et al 2012). In comparison with traditional instructions or conventional technology-enhanced learning, digital game-based learning is able to provide a more interesting and challenging learning environment for acquiring knowledge (Bourgonjon et al 2010;Gerber and Scott 2011;Hwang et al 2012;Hwang et al 2013).…”
Section: Introductionmentioning
confidence: 99%
“…In the meantime, researchers have indicated that the effectiveness of educational computer games might not be as significant as expected if they are developed without embedding appropriate learning strategies; therefore, it has become an important issue to develop educational computer games by taking effective learning strategies, knowledge construction tools, or educational theories into account Hwang et al 2013;Sung and Hwang 2013).…”
Section: Introductionmentioning
confidence: 99%
“…The experimental results indicated that the game-based learning approach improved learning achievements of the experimental group students, improved their learning attitudes toward science, had a significant impact on improving the student's learning motivation in the natural science course, enhanced their self-efficacy of using computers to learn, and their confidence in learning collaboratively with their peers. Most of them also shared the feeling that the use of the shared repertory grid was helpful to them in exchanging information in an efficient way, owing to the provision of the knowledge organizing and sharing facility embedded in the collaborative gaming environment [19].…”
mentioning
confidence: 99%