2014
DOI: 10.1371/journal.pone.0096865
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An Exploration of Computer Game-Based Instruction in the “World History” Class in Secondary Education: A Comparative Study in China

Abstract: So far, many studies on educational games have been carried out in America and Europe. Very few related empirical studies, however, have been conducted in China. This study, combining both quantitative with qualitative research methods, possibly compensated for this regret. The study compared data collected from two randomly selected classes (out of 13 classes) under computer game-based instruction (CGBI) and non-computer game-based instruction (NCGBI), respectively, in a senior high school located in Nanjing,… Show more

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Cited by 9 publications
(3 citation statements)
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“…Accordingly, GBL implementation of in the biological interaction chapter could improve student cognitive learning outcomes in covid-19 pandemic distance learning. Similar results were obtained by Yu et al (2014) that students who study with GBL obtained significantly higher learning achievement. The Shapiro-Wilk normality test showed that the pre-test and post-test scores were normally distributed with p > 0.05 (Table 4.).…”
Section: Results and Discussion Student Cognitive Learning Outcomessupporting
confidence: 86%
“…Accordingly, GBL implementation of in the biological interaction chapter could improve student cognitive learning outcomes in covid-19 pandemic distance learning. Similar results were obtained by Yu et al (2014) that students who study with GBL obtained significantly higher learning achievement. The Shapiro-Wilk normality test showed that the pre-test and post-test scores were normally distributed with p > 0.05 (Table 4.).…”
Section: Results and Discussion Student Cognitive Learning Outcomessupporting
confidence: 86%
“…While numerous studies have confirmed that students learn in game-based environments and enjoy the experience, they suggest that the impact of commercial games in classroom settings varies considerably (Ricci et al, 1996; Squire, DeVane, & Durga, 2008; Watson et al, 2011). The kind of game, type of participants (age, gender, and background), and skills being taught all influence uptake (Watson et al, 2011; Yu et al, 2013). As a result, games can be effective at increasing engagement and learning outcomes, but are unlikely to replace monographs, articles, textbooks, lectures, and primary source documents in high school or university classrooms in the near future.…”
Section: Resultsmentioning
confidence: 99%
“…Estas ferramentas digitais estão presentes de forma massiva na vida dos escolares, os chamados "nativos digitais", e são fonte de motivação e amplo envolvimento (Girard, 2013). Os pesquisadores têm voltado sua atenção para o desenvolvimento de jogos digitais para áreas específicas do currículo escolar como o ensino de línguas (Guillén-Nieto, Aleson-Carbonell 2012), história (Yu, 2014), imunologia (Cheng, 2014) dentre outros.…”
Section: Introductionunclassified