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Will game-based learning enhance performance?
by
Chan, Siew H
, Trongmateerut, Pailin
, Song, Qian
, Rivera, Laurie H
in
Accounting
/ Cognition & reasoning
/ Cognitive ability
/ Computer & video games
/ COVID-19
/ Design
/ Educational materials
/ Educational objectives
/ Educational technology
/ Gamification
/ Higher education
/ Hypotheses
/ Knowledge acquisition
/ Learning
/ Motivation
/ Pandemics
/ Problem solving
/ School environment
/ Social research
/ Students
/ Teachers
2021
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Will game-based learning enhance performance?
by
Chan, Siew H
, Trongmateerut, Pailin
, Song, Qian
, Rivera, Laurie H
in
Accounting
/ Cognition & reasoning
/ Cognitive ability
/ Computer & video games
/ COVID-19
/ Design
/ Educational materials
/ Educational objectives
/ Educational technology
/ Gamification
/ Higher education
/ Hypotheses
/ Knowledge acquisition
/ Learning
/ Motivation
/ Pandemics
/ Problem solving
/ School environment
/ Social research
/ Students
/ Teachers
2021
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Do you wish to request the book?
Will game-based learning enhance performance?
by
Chan, Siew H
, Trongmateerut, Pailin
, Song, Qian
, Rivera, Laurie H
in
Accounting
/ Cognition & reasoning
/ Cognitive ability
/ Computer & video games
/ COVID-19
/ Design
/ Educational materials
/ Educational objectives
/ Educational technology
/ Gamification
/ Higher education
/ Hypotheses
/ Knowledge acquisition
/ Learning
/ Motivation
/ Pandemics
/ Problem solving
/ School environment
/ Social research
/ Students
/ Teachers
2021
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Journal Article
Will game-based learning enhance performance?
2021
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Overview
Purpose
Extending the study of Chan et al. (2016), this paper aims to focus on specific aspects of performance (conceptual and factual knowledge) to provide insight into whether computer game attributes designed into Prrinciples Aren’t That Hard (PATH) improve performance.
Design/methodology/approach
A between-subjects experiment is conducted to test the hypotheses. The experimental and control groups are PATH and traditional paper medium, respectively.
Findings
The results reveal that PATH users perform better on the conceptual knowledge questions compared to the traditional paper medium users. No significant difference in performance on the factual knowledge (computational) questions is found between PATH and traditional paper medium users.
Research limitations/implications
This study demonstrates that PATH creates an engaging learning environment, which facilitates the acquisition of conceptual knowledge and improved (conceptual) performance. Research can investigate whether technology may be used to facilitate automation of computational tasks which downplay the importance of computational skills (factual knowledge) and focus on the design of computer game attributes in educational or training programs to enhance conceptual knowledge and (conceptual) performance.
Practical implications
The findings of this study will assist educators and educational technology developers to identify and design motivation-enhancing computer game features to promote remember and understand cognitive processes which improve (conceptual) performance.
Originality/value
Game-based learning serves as the underlying theoretical framework for the design of PATH used in an experimental study to examine the positive effects of motivation-enhancing computer game attributes on remember and understand cognitive processes which facilitate (conceptual) performance. This study also uses separate measures of performance; that is, conceptual and factual knowledge, to provide additional insight into the findings of Chan et al. (2016).
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