2020
DOI: 10.1177/1046878120907940
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Exploring the Relationships Among Middle School Students’ Peer Interactions, Task Efficiency, and Learning Engagement in Game-Based Learning

Abstract: Background. Middle school students’ math anxiety and low engagement have been major issues in math education. In order to reduce their anxiety and support their math learning, game-based learning (GBL) has been implemented. GBL research has underscored the role of social dynamics to facilitate a qualitative understanding of students’ knowledge. Whereas students’ peer interactions have been deemed a social dynamic, the relationships among peer interaction, task efficiency, and learning engagement were not well … Show more

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Cited by 25 publications
(36 citation statements)
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“…The experimental results show that the integration of the entertainment value of Gather online game-based learning and educational materials with the watch-summarize-question strategy led to better participation, learning engagement, and learning satisfaction in the distance education context. As Moon and Ke (2020) suggested, students' active participation can benefit from online game-based learning. Using the online game-based learning approach in distance education can help nursing students gain the knowledge and skills of sputum suction, engage in more competitive activities, and be satisfied with their learning outcomes ( Liu and Hou, 2021 ).…”
Section: Discussionmentioning
confidence: 99%
“…The experimental results show that the integration of the entertainment value of Gather online game-based learning and educational materials with the watch-summarize-question strategy led to better participation, learning engagement, and learning satisfaction in the distance education context. As Moon and Ke (2020) suggested, students' active participation can benefit from online game-based learning. Using the online game-based learning approach in distance education can help nursing students gain the knowledge and skills of sputum suction, engage in more competitive activities, and be satisfied with their learning outcomes ( Liu and Hou, 2021 ).…”
Section: Discussionmentioning
confidence: 99%
“…When consumers engage in online communities, they obtain useful information that can support future decisions (Bai et al, 2020). Peer interactions enable learners to confirm their knowledge application in different situations (Moon and Ke, 2020). This research also posits that the peer interaction of gamers through the brand community enables gamers to apply their skills in different situations, including in offline environments.…”
Section: Impact Of Online Brand Community Engagement On Offline Custo...mentioning
confidence: 97%
“…Other studies have shown that GBL with high levels of engagement leads to positive student attitudes, behaviour, and retention in an enjoyable learning environment (Janakiraman et al, 2021;Xu et al, 2021). Notably, GBL allows students to participate in problem-solving actively, explore alternatives, and make mistakes in a more secure environment (Lee-Cultura et al, 2022;Moon & Ke, 2020;Carpenter et al, 2020). The objective of this study to:…”
Section: Game-based Learningmentioning
confidence: 97%