Asset Details
MbrlCatalogueTitleDetail
Do you wish to reserve the book?
Using Game-Based Learning to Support Learning Science: A Study with Middle School Students
by
Wang Meiqian
, Zheng Xudong
in
Compulsory Education
/ Computer & video games
/ Computer Games
/ Computers
/ Course Content
/ Educational Games
/ Electronic Equipment
/ Elementary Education
/ Elementary School Students
/ Elementary Schools
/ Experiments
/ Game Based Learning
/ Gamification
/ Learning
/ Literature Reviews
/ Middle school students
/ Middle schools
/ Natural Sciences
/ Physical Environment
/ Problem Solving
/ Researchers
/ Science education
/ Science Instruction
/ Scientific Literacy
/ Self Efficacy
/ Skill Development
/ STEM Education
/ Teaching Methods
/ Video Games
2021
Hey, we have placed the reservation for you!
By the way, why not check out events that you can attend while you pick your title.
You are currently in the queue to collect this book. You will be notified once it is your turn to collect the book.
Oops! Something went wrong.
Looks like we were not able to place the reservation. Kindly try again later.
Are you sure you want to remove the book from the shelf?
Using Game-Based Learning to Support Learning Science: A Study with Middle School Students
by
Wang Meiqian
, Zheng Xudong
in
Compulsory Education
/ Computer & video games
/ Computer Games
/ Computers
/ Course Content
/ Educational Games
/ Electronic Equipment
/ Elementary Education
/ Elementary School Students
/ Elementary Schools
/ Experiments
/ Game Based Learning
/ Gamification
/ Learning
/ Literature Reviews
/ Middle school students
/ Middle schools
/ Natural Sciences
/ Physical Environment
/ Problem Solving
/ Researchers
/ Science education
/ Science Instruction
/ Scientific Literacy
/ Self Efficacy
/ Skill Development
/ STEM Education
/ Teaching Methods
/ Video Games
2021
Oops! Something went wrong.
While trying to remove the title from your shelf something went wrong :( Kindly try again later!
Do you wish to request the book?
Using Game-Based Learning to Support Learning Science: A Study with Middle School Students
by
Wang Meiqian
, Zheng Xudong
in
Compulsory Education
/ Computer & video games
/ Computer Games
/ Computers
/ Course Content
/ Educational Games
/ Electronic Equipment
/ Elementary Education
/ Elementary School Students
/ Elementary Schools
/ Experiments
/ Game Based Learning
/ Gamification
/ Learning
/ Literature Reviews
/ Middle school students
/ Middle schools
/ Natural Sciences
/ Physical Environment
/ Problem Solving
/ Researchers
/ Science education
/ Science Instruction
/ Scientific Literacy
/ Self Efficacy
/ Skill Development
/ STEM Education
/ Teaching Methods
/ Video Games
2021
Please be aware that the book you have requested cannot be checked out. If you would like to checkout this book, you can reserve another copy
We have requested the book for you!
Your request is successful and it will be processed during the Library working hours. Please check the status of your request in My Requests.
Oops! Something went wrong.
Looks like we were not able to place your request. Kindly try again later.
Using Game-Based Learning to Support Learning Science: A Study with Middle School Students
Journal Article
Using Game-Based Learning to Support Learning Science: A Study with Middle School Students
2021
Request Book From Autostore
and Choose the Collection Method
Overview
Game-based learning refers to establishing learning environments that involve digital or non-digital games to enhance students’ knowledge and skill acquisition. Previous studies indicated that game-based learning is superior to the conventional instructional method, but few compared the differences between different game types. This study examined the effects of game-based learning on Chinese middle school students’ learning of science and their self-efficacy. We implemented an experiment to compare the effects between digital and non-digital game-based learning. Our results showed that students in game-based learning groups performed significantly better in the content knowledge assessment and reported higher self-efficacy than the traditional lecture group. No significant difference was found between the digital and non-digital game groups when considering science learning performance, but students of the digital game group showed significantly higher self-efficacy than those of the non-digital game group. Implications of the findings for future research and practice of game-based learning are discussed.
Publisher
Springer Nature B.V
Subject
/ Learning
This website uses cookies to ensure you get the best experience on our website.