A collaborative game-based learning approach to improving students' learning performance in science courses
By Han-Yu Sung, Gwo-Jen Hwang. Comput. Educ., 2013
557 citations recorded by the source corpus.
Subfields: Developmental and Educational Psychology, Information Systems
View Paper: https://www.semanticscholar.org/paper/4df5d0f96aed1164af402188555c8ed7f23beaaf
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Developmental and Educational Psychology
- Jan L. Plass
- Bruce D. Homer
- Jaclyn Broadbent
- Paul A. Kirschner
- Azita Iliya Abdul Jabbar
- Juanjuan Chen
- Minhong Wang
- Patrick Felicia
In Information Systems
- Jaclyn Broadbent
- Paul A. Kirschner
- Jan L. Plass
- Charles K. Kinzer
- Chin-Chung Tsai
- Bruce D. Homer
- Zhonggen Yu
- Gwo-Jen Hwang
Citations in the corpus
- Gameplay Engagement and Learning in Game-Based Learning (2015, background): “A number of studies suggest that role-play conveys responsibility and tasks to students and that it provides opportunities to participate in the virtual activities of the environment (Liao et al., 2011; Miller et al., 2011; Sung & Hwang, 2013).”
- The Effect of Educational Games on Learning Outcomes, Student Motivation, Engagement and Satisfaction (2020, background): “A few studies have also been committed to student engagement (e.g. B. Y. Huang et al., 2019), satisfaction (e.g. Kim et al., 2018), motivation (e.g. Sung & Hwang, 2013), and learning outcomes (e.g. Shi et al., 2019) in the game-based learning context.”
- A Review of Nontraditional Teaching Methods: Flipped Classroom, Gamification, Case Study, Self-Learning, and Social Media (2019, background): “Gamification Improve involvement through the learning process [93] Increase learning interests [93] Enhance engagement in the learning process [93,106] Increase learning satisfaction [48] Increase intrinsic motivation [22,106] Improve learning attitudes [106]”
- Foundations of Game-Based Learning (2015, background): “Social contexts facilitate learning, often by allowing players to participate in communities of practice (Barab & Duffy, 2000; Lave & Wenger, 1991; Pearce, Boellstorff, & Nardi, 2011; Wenger, 1998) that involve the beneficial effects of collaboration (Hummel et al., 2011; Sung & Hwang, 2013).”
- The Role of Collaboration, Computer Use, Learning Environments, and Supporting Strategies in CSCL: A Meta-Analysis (2018, background): “The studies analyzed in the present meta-analysis deployed many sophisticated learning environments, tools, or strategies, such as visual representations (e.g., Kwon & Cifuentes, 2009) and educational game-based learning environments (e.g., Ke, 2008; Sung & Hwang, 2013).”
- Comparing online and blended learner's self-regulated learning strategies and academic performance (2017, methodology): “The methods of peer instruction (Mazur 1997), peer tutoring (Leung, 2015), collaborative learning (Sung & Hwang, 2013), peer assistance (Dancer, Morrison & Tar, 2014), and peer assessment (Li, Lui & Steckelber, 2010) have all been shown to yield significant gains in academic achievement.”