An investigation of the effects of a graphic organizer in an online serious game on learning outcomes and attitudinal perceptions

  • Cheon, Jongpil
  • Chung, Sungwon
  • Song, Jaeki
  • Kim, Yongjin
Citations

WEB OF SCIENCE

5
Citations

SCOPUS

6

초록

A serious game, which is designed for learning purposes rather than recreational purposes, has been applied for digital game-based Learning. This study investigated the effects of graphic organizers in a serious game, “The Transistor”, on learning outcomes and attitudinal perceptions. A total of 99 participants were randomly assigned to three groups: non-organizer group, advance organizer group, and post organizer group. The results revealed that participants using a post organizer, which was presented after the game for review, outperformed those using a non-organizer and an advance organizer on both learning outcomes (recall test scores and recycling intention) and attitudinal perceptions (perceived enjoyment, perceived usefulness, and satisfaction). These findings implied that a post-graphic organizer could enhance the instructional value of a serious game. More detailed implications, limitations, and suggestions for future research are discussed. © 2013 Taylor & Francis.

키워드

advance organizerdigital game-based learningpost organizerserious gameADVANCE ORGANIZERSACCEPTANCEVIDEOSATISFACTIONINTENTIONSRETENTIONENJOYMENTKNOWLEDGECHILDRENSTUDENTS
제목
An investigation of the effects of a graphic organizer in an online serious game on learning outcomes and attitudinal perceptions
저자
Cheon, JongpilChung, SungwonSong, JaekiKim, Yongjin
DOI
10.1080/10494820.2013.788030
발행일
2015-07-04
유형
Article
저널명
Interactive Learning Environments
23
4
페이지
437 ~ 452