An Investigation of the Effects of a Graphic Organizer in an Online Serious Game on Learning Outcomes and Attitudinal Perceptions
Interactive Learning Environments Volume 23, Number 4, ISSN 1049-4820
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.
Cheon, J., Chung, S., Song, J. & Kim, Y. (2015). An Investigation of the Effects of a Graphic Organizer in an Online Serious Game on Learning Outcomes and Attitudinal Perceptions. Interactive Learning Environments, 23(4), 437-452.
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Effects of questioning advance organizers on learning outcomes in a web-based learning object on research and academic skills
Christine Brunn, Fachhochschule Lübeck, Germany; Joshua Weidlich & Theo Bastiaens, FernUniversität in Hagen, Germany
EdMedia + Innovate Learning 2018 (Jun 25, 2018) pp. 1951–1960
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