2019
DOI: 10.1177/0735633119878611
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In-Game Actions to Promote Game-Based Math Learning Engagement

Abstract: Game-based learning (GBL) has increasingly been used to promote students’ learning engagement. Although prior GBL studies have highlighted the significance of learning engagement as a mediator of students’ meaningful learning, the existing accounts failed to capture specific evidence of how exactly students’ in-game actions in GBL enhance learning engagement. Hence, this mixed-method study was designed to examine whether middle school students’ in-game actions are likely to promote certain types of learning en… Show more

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Cited by 24 publications
(33 citation statements)
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References 40 publications
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“…In addition, the Quizizz and Kahoot systems facilitated the observation and evaluation of student participation in learning activities. This outcome is consistent with that of Moon and Ke ( 2020 ), who identified digital games as generating a more enjoyable learning environment and increased engagement with learning materials. The competitive nature of the games encouraged students to participate, which bolstered their interest and engagement in learning.…”
Section: Discussionsupporting
confidence: 89%
“…In addition, the Quizizz and Kahoot systems facilitated the observation and evaluation of student participation in learning activities. This outcome is consistent with that of Moon and Ke ( 2020 ), who identified digital games as generating a more enjoyable learning environment and increased engagement with learning materials. The competitive nature of the games encouraged students to participate, which bolstered their interest and engagement in learning.…”
Section: Discussionsupporting
confidence: 89%
“…Adopting the framework of evidence-centered design (ECD) (Mislevy et al, 2003), both researchers and game designers have investigated which in-situ contexts of students' gameplay can stimulate game-task performances and math-related learning engagement. Hence, scholars attempt to examine how students perform their game actions in GBL contexts (Abrahamson et al, 2018;Moon & Ke, 2019;Shute et al, 2016). Specifically, GBL research has focused on examining students' task performance and learning engagement as important indicators of their mindful learning through gameplay (Bontchev & Georgieva, 2018;Hamari et al, 2016).…”
Section: Backgroundsmentioning
confidence: 99%
“…Multiple studies have applied cluster analysis and sequential analysis in investigating students’ behavioral patterns in DGBL (Hou, 2012; 2015; Hsu & Cheng, 2021; Hwang et al, 2017; Lin et al, 2015; Moon & Ke, 2020). For example, Hsu and Cheng (2021) employed both cluster and sequential analyses to find that students in the cluster of immersion experiences demonstrated in-game behavioral patterns of more heuristic and analogical thinking strategies than those in the cluster without immersion experiences.…”
Section: Literature Reviewmentioning
confidence: 99%
“…Prior research reported that interacting with purposefully designed MERs in DGBL could improve students’ performance of mathematical problem solving (Bullock et al, 2021; Ke, 2019; Moyer-Packenham et al, 2019), performance of mental rotation (Ke, 2019; Ke & Clark, 2020), learning engagement (Moon & Ke, 2020), and mathematics connections (Moyer-Packenham et al, 2019). Thus, we speculate that there is a positive association between the use of MERs in DGBL and students’ mathematical learning outcomes (Moyer-Packenham et al, 2021).…”
mentioning
confidence: 99%