2018
DOI: 10.1111/jcal.12267
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Using commercial video games in flipped classrooms to support physical concept construction

Abstract: Based on the flipped‐classroom model and the potential motivational and instructional benefits of digital games, we describe a flipped game‐based learning (FGBL) strategy focused on preclass and overall learning outcomes. A secondary goal is to determine the effects, if any, of the classroom aspects of the FGBL strategy on learning efficiency. Our experiments involved 2 commercial games featuring physical motion concepts: Ballance (Newton's law of motion) and Angry Birds (mechanical energy conservation). We ra… Show more

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Cited by 32 publications
(35 citation statements)
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References 42 publications
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“…The papers were categorised based on the mode of social interactions and listed in Table 4. Face-to-face conversations between students (Barab, 2009;Annetta, 2010;Clark D. B., 2011;Magnussen, 2014;Shute, 2015;Eaton, 2015;Ye, 2017;Srisawasdi, 2019) Group discussion (Echeverria, 2011;Echeverria A. B., 2012;Magnussen, 2014;Chen, 2015;Ye, 2017;Chang, 2017) Online/ virtual collaboration (Hummel, 2011;Eaton, 2015;Annetta, 2010) Student-teacher interaction…”
Section: Discussion On Mode Of Social Interactionsmentioning
confidence: 99%
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“…The papers were categorised based on the mode of social interactions and listed in Table 4. Face-to-face conversations between students (Barab, 2009;Annetta, 2010;Clark D. B., 2011;Magnussen, 2014;Shute, 2015;Eaton, 2015;Ye, 2017;Srisawasdi, 2019) Group discussion (Echeverria, 2011;Echeverria A. B., 2012;Magnussen, 2014;Chen, 2015;Ye, 2017;Chang, 2017) Online/ virtual collaboration (Hummel, 2011;Eaton, 2015;Annetta, 2010) Student-teacher interaction…”
Section: Discussion On Mode Of Social Interactionsmentioning
confidence: 99%
“…There were 7 studies documenting group discussion and in these studies, students were grouped into pairs or small groups during the game-based learning experience. Group discussions brought about learning benefits by enabling collaborative problem solving (Chen, 2015;Chang, 2017), motivation towards learning (Echeverria, 2011;Ye, 2017), authentic learning through a simulated professional setup (Magnussen, 2014) and deep conceptual understanding by exploring different perspectives Echeverria A. B., 2012).…”
Section: Group Discussionmentioning
confidence: 99%
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“…• Fen Bilimleri (Corredor, Gaydos ve Squire, 2014;Garneli ve Chorianopoulos, 2018;Lookadoo ve diğerleri, 2017;Sun, Ye ve Wang, 2015;Ye, Hsiao ve Sun, 2018) • Matematik (Beserra, Nussbaum ve Oteo, 2019;Beserra, Nussbaum, Zeni, Rodriguez ve Wurman, 2014; Masek, Boston, Lam ve Corcoran, 2017) • Müzik (Gower ve McDowall, 2012;Hutton ve Sundar, 2010;Paney, 2015) • Dil (Chen ve Yang, 2013;Ibrahim, 2019) • Psikoloji (Ceranoğlu, 2010;You, Kim ve No, 2015) • Tıp Eğitimi (Adams, Margaron ve Kaplan, 2012;Kron, Gjerde, Sen ve Fetters, 2010) gibi pek çok eğitsel alanda uygulandığı görülmektedir. Ayrıca, eğitim alanında video oyunlarının kullanımıyla ilgili…”
Section: Introductionunclassified