A remote game-based learning framework with real-person non-player characters scaffolding for strategic planning training
Bibliographic Data
| ID | 21632440 |
|---|---|
| Authors | Chih‐Chung Chien (National Taiwan University of Science and Technology), Chih-Chung Chien (National Taiwan University of Science and Technology), Szu-Ting Huang (National Taiwan University of Science and Technology), Huei‐Tse Hou (0000-0003-1783-8830, National Taiwan University of Science and Technology, corresponding author) |
| Year | 2025 |
| Pages | 1-26 |
| Publication date | 2025-11-22 |
| Peer Reviewed | Yes |
| Open Access | No |
| Type | ARTICLE |
| Venue | Interactive Learning Environments (JOURNAL) |
| Journal identifiers | ISSN: 1049-4820 • E-ISSN: 1744-5191 |
| Publisher | Informa UK Limited (PUBLISHER • GB) |
| DOI | 10.1080/10494820.2025.2584576 |
| OpenAlex | W4416538957 |
| Language | EN |
| References cited | 112 |
This study design combines Gather Town's realistic space, multi-dimensional scaffolding mechanism, and multiple professional fields real-person NPCs (Non-player Character) in a remote strategic planning educational game, and explores learners’ learning effectiveness, scaffolding usefulness, game fidelity, and game acceptance. There were 52 participants, including the Experimental Group (using a game with real-person NPCs), and the Control Group (using a game without real-person NPCs). The results of the study found that games using the mechanism of real-person NPCs can significantly improve learning effectiveness and have better learning effectiveness than those without real-person NPCs or general case studies. In terms of the usefulness of scaffolding, real-person NPCs could jointly improve the effect of other dimensions of scaffolding, allowing learners to experience more useful learning guidance. In terms of fidelity, the introduction of real-person NPCs allows learners to be easily involved in the learning roles and mission objectives of the game
Educational technology · Electronic learning · Instructional design · Interactive Learning · Scaffold · Strategic planning · AI-based Problem Solving and Planning · Artificial Intelligence in Games · Educational Games and Gamification
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| Citation velocity | historical |
|---|---|
| Highly cited | No |