2010
DOI: 10.1016/j.compedu.2010.04.009
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The influence of collaboration styles to children’s cognitive performance in digital problem-solving game “William Adventure”: A comparative case study

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Cited by 52 publications
(29 citation statements)
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“…The teacher has noted that the students were eager to shout out answers and give encouragement to the player, which was also consistent with the results from the interviews with the students. Mixed findings were found on the literature regarding the effect of collaborative learning on student performance in terms of knowledge gain such as positive effects [28,29] and negative effects [30,31]. This calls for more detailed studies to understand the effect of collaborative learning in the GBL approach particularly within the context of CfE.…”
Section: B the Learning Outcomesmentioning
confidence: 88%
“…The teacher has noted that the students were eager to shout out answers and give encouragement to the player, which was also consistent with the results from the interviews with the students. Mixed findings were found on the literature regarding the effect of collaborative learning on student performance in terms of knowledge gain such as positive effects [28,29] and negative effects [30,31]. This calls for more detailed studies to understand the effect of collaborative learning in the GBL approach particularly within the context of CfE.…”
Section: B the Learning Outcomesmentioning
confidence: 88%
“…Moreover, games could provide multi-level enjoyment and flow experience to enhance the self-oriented learning and problem-solving capability of students (Shih et al, 2010;Vos, van der Meijden, & Denessen, 2011). For example, Liu et al (2011) reported the positive effect of simulation games on students' intrinsic motivation for the subject of computer programming.…”
Section: Introductionmentioning
confidence: 95%
“…In the past decade, numerous studies have stressed that digital game-based learning is able to promote students' learning interest and learning motivation by integrating several learning strategies (Chu & Chang, 2014;Hwang, Hung, & Chen, 2014;Hwang, Wu, & Chen, 2012;Liu et al, 2011;Shih, Shih, Shih, Su, & Chuang, 2010). Moreover, games could provide multi-level enjoyment and flow experience to enhance the self-oriented learning and problem-solving capability of students (Shih et al, 2010;Vos, van der Meijden, & Denessen, 2011).…”
Section: Introductionmentioning
confidence: 98%
“…Unsurprisingly, the vast majority of the experiments and observations falling into this category were conducted with adult participants, mainly university students -as it is the demographic group that is the most easily available for researchers to recruit. Only one article focused on the analysis of the interaction in a game designed specifically for children [2], and another one investigated an intergenerational game targeting senior users [32].…”
Section: B) Interaction Versus Learning Environmentmentioning
confidence: 99%
“…From an instructional design perspective, Shih et al [2] discuss that cooperative learning refers to the distribution of the work between learners, while collaborative learning means that peers create and study together throughout the whole learning process, without work distributions between them. Although there is a distinction, the terms are often used as synonyms.…”
mentioning
confidence: 99%