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Learning by Co-Designing a Board Game to Make Chain Store Knowledge More Robust

Bibliographic Data

ID22045709
AuthorsKuan-Yin Lee (0000-0002-8665-5336, Chaoyang University of Technology), Yu-Hsin Chang (0000-0003-4454-757X, Chaoyang University of Technology), Yu‐Hsin Chang (0000-0002-9689-8761, Chaoyang University of Technology), Prasana Kumar Samanta (0000-0002-8553-9368, Chaoyang University of Technology, corresponding author)
Year2023
Volume13
Issue4
Pages391
Publication date2023-04-13
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueEducation Sciences (JOURNAL)
Journal identifiersISSN: 2227-7102 • E-ISSN: 2227-7102
PublisherMDPI AG (PUBLISHER • IT)
DOI10.3390/educsci13040391
OpenAlexW4365448448
LanguageEN
References cited19

The modern student is used to visual information and needs an engaging, stimulating, and fun method of teaching to make learning enjoyable and memorable. Recently, more and more teachers are changing traditional teaching methods and incorporating the concept of learner-centered teaching into their courses. Students must actively identify gaps in self-knowledge, construct clear learning topics, and then integrate relevant information to explain or solve problems. In order to enhance students’ interest in learning and affect their learning effectiveness, the present study introduces students to problem-oriented and game-based learning methods for solving the development problems of chain board games. Students in the third year already possess basic theoretical knowledge and have achieved relevant learning achievements, such as competition awards, industry/academic experience, class cadre experience, community service, etc. Thus, 125 students from two classes participated in this study via quantitative questionnaires. Data analysis with SPSS data revealed significant differences between learning effectiveness and learning methods, social interaction, and subject engagement; students with good learning outcomes were significantly more likely to organize notes and use methods than those with poor learning outcomes

Cooperative learning · Experiential learning · Knowledge management · Mathematics education · Pedagogy · Service-learning · Teaching method · Computer Science · Educational Games and Gamification · Innovative Teaching and Learning Methods · Mobile Learning in Education · Psychology · Artificial Intelligence

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Highly citedNo

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