New societal demands call for schools to train students' collaboration skills. However, research thus far has focused mainly on promoting collaboration to facilitate knowledge acquisition and has rarely provided insight into how to train students' collaboration skills. This study demonstrates the positive effects on the quality of students' collaboration and their knowledge acquisition of an instructional approach that consists of conventional instruction and an online tool that fosters students' joint reflection on their collaborative behavior by employing self-and peer assessment and goal setting. Both the instruction and the collaboration reflection tool were designed to promote students' awareness of effective collaboration characteristics (the RIDE rules) and their own collaborative behavior. First-year technical vocational students (N = 198, M age = 17.7 years) worked in heterogeneous triads in a computer-supported collaborative learning environment (CSCL) on topics concerning electricity. They received either 1) conventional instruction about collaboration and the online collaboration reflection tool, 2) collaboration instruction only, or 3) no collaboration instruction and no tool. Analysis of chat data (n = 92) and knowledge tests (n = 87) showed that students from the instruction with tool condition outperformed the other students as far as their collaborative behavior and their domain knowledge gains.
The present study addressed the effectiveness of an educational math game for improving proportional reasoning in prevocational education, and examined the added value of support in the form of reflection. The study compared four conditions: the game with reflection prompts, the game with reflection prompts plus procedural information, the game with procedural information only and the game without additional support. It was found that students' proportional reasoning skill improved after playing the game. The game managed to target prevocational students with low prior knowledge, a group that has the potential to understand proportional reasoning but has not yet encountered the right learning situation to live up to their potential. However, it was also found that students need to be computational fluent to profit from the game. Furthermore, no added value of the support was found. The way the support was structured may have been too demanding for most of the students. The fact that the prevocational students (and specifically those with low prior knowledge) improved by playing the game is noteworthy, because the topic of proportional reasoning is demanding for this group of students who often have lower abilities as well as in some cases a high resistance to learning.
The challenge in serious games is to improve the effectiveness of learning by stimulating relevant cognitive processes. In this paper, we investigate the potential of surprise in two experiments with prevocational students in the domain of proportional reasoning. Surprise involves an emotional reaction, but it also serves a cognitive goal as it directs attention to explain why the surprise occurred and can play a key role in learning. In our experiments, surprises were triggered by a surprising event, ie, a nonplaying character who suddenly appeared and changed characteristics of a problem. In Experiment 1-comparing a surprise condition with a control condition-we found no overall differences, but the results suggested that surprise may be beneficial for higher level students. In Experiment 2, we combined Expectancy strength (Strong vs. Weak) with Surprise (Present vs. Absent) using higher level students. We found a marginal overall effect of surprising events on learning indicating that students who experienced surprises learned more than students who were not exposed to these surprises but we found a stronger effect of surprise when we included existing proportional reasoning skill as factor. These results provide some evidence that a narrative technique as surprise can be used in game-based learning for the purpose of learning.Despite the increasing popularity of serious games or game-based learning (GBL), recent metaanalytic reviews have shown that GBL is only moderately more effective and not more motivating than traditional instruction (Wouters, van Nimwegen, van Oostendorp, & van der Spek, 2013;Clark, Tanner-Smith, & Killingsworth, 2015). For example, in their meta-analysis found only a (significant) moderate effect size (.29) for learning in favor of GBL. Likewise, they found a moderate, but statistically nonsignificant, effect for motivation in favor of GBL.GBL influences learning in two ways, directly by changing the cognitive processes and indirectly by affecting the motivation . Preferably both sources should be used to maximize learning. A potential problem with GBL is that the outcomes of players' actions in the
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