About: Are educational computer micro-games engaging and effective for knowledge acquisition at high-schools? A quasi-experimental study     Goto   Sponge   NotDistinct   Permalink

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  • We investigate learning effects of a micro-game on the topic of animal training that can be played with a teacher''s guidance as a supplement after a traditional expository lecture. The game''s purpose is to reinforce and integrate part of the knowledge learnt during the lecture. Each class was divided to two groups randomly. After an expository lecture, the game group played a game called Orbis Pictus Bestialis while the control group received an extra lecture that used media-rich materials. We investigated the immediate and one month delayed effects of the game on students'' knowledge. The results showed that a) the game-playing is comparable to the traditional form of teaching concerning immediate knowledge gains and has a significant medium positive effect size regarding retention, b) the game-playing is not detrimental to information transmitted in the expository lecture but not strengthened by the game
  • We investigate learning effects of a micro-game on the topic of animal training that can be played with a teacher''s guidance as a supplement after a traditional expository lecture. The game''s purpose is to reinforce and integrate part of the knowledge learnt during the lecture. Each class was divided to two groups randomly. After an expository lecture, the game group played a game called Orbis Pictus Bestialis while the control group received an extra lecture that used media-rich materials. We investigated the immediate and one month delayed effects of the game on students'' knowledge. The results showed that a) the game-playing is comparable to the traditional form of teaching concerning immediate knowledge gains and has a significant medium positive effect size regarding retention, b) the game-playing is not detrimental to information transmitted in the expository lecture but not strengthened by the game (en)
Title
  • Are educational computer micro-games engaging and effective for knowledge acquisition at high-schools? A quasi-experimental study
  • Are educational computer micro-games engaging and effective for knowledge acquisition at high-schools? A quasi-experimental study (en)
skos:prefLabel
  • Are educational computer micro-games engaging and effective for knowledge acquisition at high-schools? A quasi-experimental study
  • Are educational computer micro-games engaging and effective for knowledge acquisition at high-schools? A quasi-experimental study (en)
skos:notation
  • RIV/67985823:_____/11:00371672!RIV12-AV0-67985823
http://linked.open...avai/riv/aktivita
http://linked.open...avai/riv/aktivity
  • P(GA309/09/0286), P(LC554), Z(AV0Z50110509), Z(MSM0021620838)
http://linked.open...iv/cisloPeriodika
  • 3
http://linked.open...vai/riv/dodaniDat
http://linked.open...aciTvurceVysledku
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http://linked.open...titaPredkladatele
http://linked.open...dnocenehoVysledku
  • 187059
http://linked.open...ai/riv/idVysledku
  • RIV/67985823:_____/11:00371672
http://linked.open...riv/jazykVysledku
http://linked.open.../riv/klicovaSlova
  • interactive learning environments; multi-media/hypermedia systems; simulations; secondary education (en)
http://linked.open.../riv/klicoveSlovo
http://linked.open...odStatuVydavatele
  • GB - Spojené království Velké Británie a Severního Irska
http://linked.open...ontrolniKodProRIV
  • [59969416106D]
http://linked.open...i/riv/nazevZdroje
  • Computers & Education
http://linked.open...in/vavai/riv/obor
http://linked.open...ichTvurcuVysledku
http://linked.open...cetTvurcuVysledku
http://linked.open...vavai/riv/projekt
http://linked.open...UplatneniVysledku
http://linked.open...v/svazekPeriodika
  • 57
http://linked.open...iv/tvurceVysledku
  • Brom, C.
  • Klement, Daniel
  • Preuss, M.
http://linked.open...ain/vavai/riv/wos
  • 000294099000012
http://linked.open...n/vavai/riv/zamer
issn
  • 0360-1315
number of pages
http://bibframe.org/vocab/doi
  • 10.1016/j.compedu.2011.04.007
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