2020
DOI: 10.1016/j.compedu.2020.103912
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Self-directed learning in video games, affordances and pedagogical implications for teaching and learning

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Cited by 84 publications
(66 citation statements)
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“…Usually, the game (course) is designed to progressively introduce new concepts to be mastered; students must then apply these concepts to increasingly challenging problems and ultimately apply prior knowledge to new situations (Varonis and Varonis, 2015). Another reason for including game elements in education is that it has been reported that games can provide social links (Waytz and Gray, 2018), promote knowledge seeking (Toh and Kirschner, 2020), develop creativity (Vartanian and Beatty, 2015), improve mental health (Cruea, 2020), and reduce isolation (Valkenburg and Peter, 2009). There exist several types of games and gamification strategies.…”
Section: Introductionmentioning
confidence: 99%
“…Usually, the game (course) is designed to progressively introduce new concepts to be mastered; students must then apply these concepts to increasingly challenging problems and ultimately apply prior knowledge to new situations (Varonis and Varonis, 2015). Another reason for including game elements in education is that it has been reported that games can provide social links (Waytz and Gray, 2018), promote knowledge seeking (Toh and Kirschner, 2020), develop creativity (Vartanian and Beatty, 2015), improve mental health (Cruea, 2020), and reduce isolation (Valkenburg and Peter, 2009). There exist several types of games and gamification strategies.…”
Section: Introductionmentioning
confidence: 99%
“…So, the content and facilities analysis found that the media to be developed is learning video media. Learning videos can provide a real picture of learning activities and attract students' attention (Lelievre et al, 2021;Toh & Kirschner, 2020). The three curriculum analyses carried out to analyze Basic Competencies, Indicators related to water cycle learning, which will be used as guidelines for learning video media.…”
Section: Discussionmentioning
confidence: 99%
“…Several relevant study showed that the instructional video is feasible in terms of media and material (Andriyani et al, 2020;Hidayat, 2020;Kurniawan et al, 2018). Thus, learning videos influence student learning motivation, student learning skills, increased student learning achievement, the effectiveness of learning activities, student learning activeness, student independence in learning, and student's ability to recognize learning activities (Li et al, 2021;Seo et al, 2021;Toh & Kirschner, 2020;Yoon et al, 2021;Yuanta, 2019). However, the media that have been developed in this study have not developed reading learning videos for low-grade students, and the media produced is still limited to space and time.…”
Section: Introductionmentioning
confidence: 99%