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Cited 2 time in webofscience Cited 2 time in scopus
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An adaptive educational computer game: Effects on students' knowledge and learning attitude in computational thinking

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dc.contributor.authorHooshyar, Danial-
dc.contributor.authorMalva, Liina-
dc.contributor.authorYang, Yeongwook-
dc.contributor.authorPedaste, Margus-
dc.contributor.authorWang, Minhong-
dc.contributor.authorLim, Heuiseok-
dc.date.accessioned2021-08-30T04:38:50Z-
dc.date.available2021-08-30T04:38:50Z-
dc.date.created2021-06-19-
dc.date.issued2021-01-
dc.identifier.issn0747-5632-
dc.identifier.urihttps://scholar.korea.ac.kr/handle/2021.sw.korea/50269-
dc.description.abstractSeveral studies have reported that adaptivity and personalization in educational computer games facilitate reaching their full educational potential. However, there is little effort to develop adaptive educational computer games for promoting students' computational thinking (CT). In this study, an adaptive computer game is introduced, called AutoThinking, that not only promotes both CT skills and conceptual knowledge, but also provides adaptivity in both game-play and learning processes. To evaluate the possible effects of the game, an experimental study was carried out with 79 students in an elementary school in Estonia. AutoThinking and a conventional technology-enhanced learning approach were used for teaching CT to the experimental and control group, respectively. Our results reveal that AutoThinking improved students' CT skills and conceptual knowledge better than the conventional approach. It was also found that students with a low and high level of prior knowledge made higher improvement in knowledge gain using the adaptive game compared to the traditional approach, especially those students with lower prior knowledge. Finally, our findings show that the adaptive game could also improve students' learning attitude toward CT better than the conventional approach, especially those students with higher prior learning attitudes.-
dc.languageEnglish-
dc.language.isoen-
dc.publisherPERGAMON-ELSEVIER SCIENCE LTD-
dc.subjectSERIOUS GAME-
dc.subjectPERFORMANCE-
dc.titleAn adaptive educational computer game: Effects on students' knowledge and learning attitude in computational thinking-
dc.typeArticle-
dc.contributor.affiliatedAuthorLim, Heuiseok-
dc.identifier.doi10.1016/j.chb.2020.106575-
dc.identifier.scopusid2-s2.0-85091486606-
dc.identifier.wosid000580937800043-
dc.identifier.bibliographicCitationCOMPUTERS IN HUMAN BEHAVIOR, v.114-
dc.relation.isPartOfCOMPUTERS IN HUMAN BEHAVIOR-
dc.citation.titleCOMPUTERS IN HUMAN BEHAVIOR-
dc.citation.volume114-
dc.type.rimsART-
dc.type.docTypeArticle-
dc.description.journalClass1-
dc.description.journalRegisteredClassssci-
dc.description.journalRegisteredClassscopus-
dc.relation.journalResearchAreaPsychology-
dc.relation.journalWebOfScienceCategoryPsychology, Multidisciplinary-
dc.relation.journalWebOfScienceCategoryPsychology, Experimental-
dc.subject.keywordPlusSERIOUS GAME-
dc.subject.keywordPlusPERFORMANCE-
dc.subject.keywordAuthorAdaptive educational computer game-
dc.subject.keywordAuthorComputational thinking knowledge and skills-
dc.subject.keywordAuthorAdaptive learning-
dc.subject.keywordAuthorAdaptive game-play-
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