Using Commercial Video Games in Flipped Classrooms to Support Physical Concept Construction

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Bibliographic Details
Title: Using Commercial Video Games in Flipped Classrooms to Support Physical Concept Construction
Language: English
Authors: Ye, S. -H, Hsiao, T. -Y, Sun, C. -T (ORCID 0000-0002-4757-9131)
Source: Journal of Computer Assisted Learning. Oct 2018 34(5):602-614.
Availability: Wiley-Blackwell. 350 Main Street, Malden, MA 02148. Tel: 800-835-6770; Tel: 781-388-8598; Fax: 781-388-8232; e-mail: cs-journals@wiley.com; Web site: http://www.wiley.com/WileyCDA
Peer Reviewed: Y
Page Count: 13
Publication Date: 2018
Document Type: Journal Articles
Reports - Research
Education Level: Secondary Education
Descriptors: Video Games, Blended Learning, Learning Processes, Scientific Concepts, Motion, Energy, Mechanics (Physics), Secondary School Science, Secondary School Students, Grade 8, Cooperative Learning, Outcomes of Education, Learning Activities, Active Learning
DOI: 10.1111/jcal.12267
ISSN: 0266-4909
Abstract: Based on the flipped-classroom model and the potential motivational and instructional benefits of digital games, we describe a flipped game-based learning (FGBL) strategy focused on preclass and overall learning outcomes. A secondary goal is to determine the effects, if any, of the classroom aspects of the FGBL strategy on learning efficiency. Our experiments involved 2 commercial games featuring physical motion concepts: "Ballance" (Newton's law of motion) and "Angry Birds" (mechanical energy conservation). We randomly assigned 87 8th-grade students to game instruction (digital game before class and lecture-based instruction in class), FGBL strategy (digital game before class and cooperative learning in the form of group discussion and practice in class), or lecture-based instruction groups (no gameplay). Results indicate that the digital games exerted a positive effect on preclass learning outcomes and that FGBL-strategy students achieved better overall learning outcomes than their lecture-based peers. Our observation of similar overall outcomes between the cooperative learning and lecture-based groups suggests a need to provide additional teaching materials or technical support when introducing video games to cooperative classroom learning activities.
Abstractor: As Provided
Entry Date: 2018
Accession Number: EJ1190340
Database: ERIC
Description
Abstract:Based on the flipped-classroom model and the potential motivational and instructional benefits of digital games, we describe a flipped game-based learning (FGBL) strategy focused on preclass and overall learning outcomes. A secondary goal is to determine the effects, if any, of the classroom aspects of the FGBL strategy on learning efficiency. Our experiments involved 2 commercial games featuring physical motion concepts: "Ballance" (Newton's law of motion) and "Angry Birds" (mechanical energy conservation). We randomly assigned 87 8th-grade students to game instruction (digital game before class and lecture-based instruction in class), FGBL strategy (digital game before class and cooperative learning in the form of group discussion and practice in class), or lecture-based instruction groups (no gameplay). Results indicate that the digital games exerted a positive effect on preclass learning outcomes and that FGBL-strategy students achieved better overall learning outcomes than their lecture-based peers. Our observation of similar overall outcomes between the cooperative learning and lecture-based groups suggests a need to provide additional teaching materials or technical support when introducing video games to cooperative classroom learning activities.
ISSN:0266-4909
DOI:10.1111/jcal.12267