2019
DOI: 10.1177/0735633118825385
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Comparing Collaborative and Cooperative Gameplay for Academic and Gaming Achievements

Abstract: This article reports an empirical study that explores gender differences in both cooperative and collaborative social gaming in relation to achievements and attitudes. Another aim was to compare students’ game attitudes, feelings toward group work, and achievements in cooperative versus collaborative digital game-based learning environments. One hundred sixty-four, sixth-grade students from five different classrooms at an elementary school in South Korea participated voluntarily in this study. A total of 2 boy… Show more

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Cited by 20 publications
(33 citation statements)
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“…Multidimensional and multimode teacher–student interaction can effectively inspire students’ thinking, enhance students’ sense of participation, and cultivate students’ subjective awareness in the classroom (Buyse et al., 2008). Group cooperation, as the main form of communication between students in class, aims to help students play a role in improving their abilities in language expression and collaborative exploration through cooperative exploration and discussion within the group (Baek & Touati, 2019). Autonomous learning is an important way to test students’ learning results in short classes.…”
Section: Methodsmentioning
confidence: 99%
“…Multidimensional and multimode teacher–student interaction can effectively inspire students’ thinking, enhance students’ sense of participation, and cultivate students’ subjective awareness in the classroom (Buyse et al., 2008). Group cooperation, as the main form of communication between students in class, aims to help students play a role in improving their abilities in language expression and collaborative exploration through cooperative exploration and discussion within the group (Baek & Touati, 2019). Autonomous learning is an important way to test students’ learning results in short classes.…”
Section: Methodsmentioning
confidence: 99%
“…Although competitive games are most common, collaborative games exist (Schell, 2008). A collaborative game is one in which people work together to succeed at a shared task or goal, rather than succeed against or in comparison to others (Baek & Touati, 2020). Schell's (2008) lenses on game design are independent from any other choices, thus, regardless of whether a game is competitive or collaborative, it can have any other combination of features.…”
Section: Perspectives From Game Designmentioning
confidence: 99%
“…Recently, studies have focused on learning with digital games (Baek & Touati, 2020;Bayeck et al, 2020), despite the practical need to better understand student experiences with games played in physical classrooms. Game format affects students' experiences, so learning with analog (non-digital) games must be studied (Barbara, 2017).…”
Section: Introductionmentioning
confidence: 99%
“…Complementariamente, cabe notar que no pueden obviarse las características propias del grupo de trabajo y su contexto de origen, pues rasgos como el género, edad, lugar de procedencia, ingresos, entre otras, influirían en las dinámicas de trabajo (Curlango et al, 2014;Greenberg et al, 2010;Lukosch et al, 2017). Por ejemplo, existe evidencia que sostiene que los grupos con equilibrio de género, muestran un logro significativamente mayor con los juegos colaborativos (Baek y Touati, 2020). Kimura (2004) incluso detectó diferencias biológicas (destrezas) entre hombres y mujeres, que tienen implicancias importantes para el desarrollo de los juegos.…”
Section: Discusión Y Conclusionesunclassified
“…Específicamente, la predilección por un juego de mesa se incrementaría cuando el juego es participativo, no complejo, de corta duración y colaborativo. Por lo demás, cabría encontrar diferencias entre el perfil de juego preferido y las características del alumnado (Baek y Touati, 2020;Curlango et al, 2014;Kimura, 2004).…”
Section: Introductionunclassified