Learning by Co-Designing a Board Game to Make Chain Store Knowledge More Robust
Bibliographic Data
| ID | 22045709 |
|---|---|
| Authors | Kuan-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) |
| Year | 2023 |
| Volume | 13 |
| Issue | 4 |
| Pages | 391 |
| Publication date | 2023-04-13 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Education Sciences (JOURNAL) |
| Journal identifiers | ISSN: 2227-7102 • E-ISSN: 2227-7102 |
| Publisher | MDPI AG (PUBLISHER • IT) |
| DOI | 10.3390/educsci13040391 |
| OpenAlex | W4365448448 |
| Language | EN |
| References cited | 19 |
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
Agency as a fourth aspect of students’ engagement during learning activities
A Measure of College Student Course Engagement
Web-Based Virtual Learning Environments
On the evaluation of structural equation models
Design and Evaluation of a Board Game in Food and Nutrition Education
A Study of Primary Students’ Technology Acceptance and Flow State When Using a Technology-Enhanced Board Game in Mathematics Education
Structural equation modeling in practice
Consumer well‐being through engagement and innovation in higher education
Developmental changes in children’s normative reasoning across learning contexts and collaborative roles
Situated Cognition and the Culture of Learning
Playing and Making Games for Learning
| Citation velocity | historical |
|---|---|
| Highly cited | No |