Evaluations to the gamification effectiveness of digital game-based adventure education course -- GILT
Chang-Hsin Lin, Ju-Ling Shih, National University of Tainan
Journal of e-Learning and Knowledge Society Volume 11, Number 3, ISSN 1826-6223 e-ISSN 1826-6223 Publisher: Italian e-Learning Association
This study aimed to design a digital game-based adventure education (GILT) course for team-building purposes. The six traditional activities chose from adventure education were developed into six digital games and were integrated as a coherent face-to-face interactive course. In the course, participants can enhance interpersonal interactions, learn the themes and issues adventure education attempts to deliver, and train their problem-solving abilities with digital games. Thirty teenagers aged between 19 and 25 in Taiwan were invited to participant the course. Four aspects were evaluated with questionnaire in this study and the results show that the participants have positive attitudes toward the learning themes of adventure education, problem-solving abilities, interpersonal interactions, and game effectiveness about the six digital games in the GILT course.
Lin, C.H. & Shih, J.L. (2015). Evaluations to the gamification effectiveness of digital game-based adventure education course -- GILT. Journal of e-Learning and Knowledge Society, 11(3),. Italian e-Learning Association. Retrieved December 13, 2018 from https://www.learntechlib.org/p/151926/.
- Bansal, P. (2014), Effects of experiential learning strategies on problem solving ability of adolescents from psychological hardiness perspective. Indian Journal of Health and Wellbeing, 5(5), 574.
- Benjamin, L.S. (1974), Structural analysis of social behavior. Psychological review, 81(5), 392-425.
- Benjamin, L.S. (2011), Structural analysis of social behavior (SASB). Handbook of interpersonal psychology: Theory, research, assessment, and therapeutic interventions, 325-342.
- Bransford, J.D., & Stein, B.S. (1984), The ideal problem solver. A guide for improving thinking, learning, and creativity. A Series of Books in Psychology, New York: Freeman
- Ewert, A.W., Sibthorp, R.J., & Sibthorp, J. (2014), Outdoor adventure education: Foundations, theory, and research. Champaign, IL: Human Kinetics.
- Heppner, P.P., & Petersen, C.H. (1982), The development and implications of a personal problem-solving inventory. Journal of Counseling Psychology, 29(1), 66-75.
- Hou, H.T., & Li, M.C. (2014), Evaluating multiple aspects of a digital educational problem-solving-based adventure game. Computers in Human Behavior, 30(), 2938.
- Hsieh, C.M., Wang, J.Y., Chuang, H.W. (2008), Experiential education-learning from 150 games. Taiwan, Taoyuan: AAEE
- Hsu, Y.J., & Shih, J.L. (2013), Developing computer adventure education games on mobile devices for conducting cooperative problem-solving activities. International Journal of Mobile Learning and Organisation, 7(2), 81-98.
- Hwang, G.J., Wu, P.H., & Chen, C.C. (2012), An online game approach for improving students’ learning performance in web-based problem-solving activities. Computers& Education, 59(4), 1246-1256.
- Kiili, K. (2005), Digital game-based learning: Towards an experiential gaming model. The Internet and higher education, 8(1), 13-24.
- Kiili, K. (2007), Foundation of problem-based gaming. British Journal of Educational Technology, 38(3), 394–404.
- Lamm, A.J., Shoulders, C., Roberts, T.G., Irani, T.A., Snyder, L.J.U., & Brendemuhl, J. (2012), The Influence of Cognitive Diversity on Group Problem Solving Strategy. Journal of Agricultural Education, 53(1), 18-30.
- Lo, S.K. (2008), The impact of online game character ’s outward attractiveness and social status on interpersonal attraction. Computers in Human Behavior, 24(5), 1947-1958.
- Neill, J.T., & Dias, K.L. (2001), Adventure education and resilience: The doubleedged sword. Journal of Adventure Education& Outdoor Learning, 1(2), 35-42.
- Wu, P.Y., Hsu, Y.J., & Shih, J.L. (2012, May), Exploring the Themes of the Adventure Education Activities for Digital Games Using Delphi Technique. Global Chinese Conference on Computers in Education, (GCCCE2012). Pingtung, Taiwan.
- Shih, J.L., Shih, B.J., Shih, C.C., Su, H.Y., & Chuang, C.W. (2010), The influence of collaboration styles to children’s cognitive performance in digital problem-solving game “William Adventure”: A comparative case study. Computers& Education, 55(3), 982-993.
These references have been extracted automatically and may have some errors. If you see a mistake in the references above, please contact email@example.com.