The Effects of Game Strategy and Preference-Matching on Flow Experience and Programming Performance in Game-Based Learning
ARTICLE
Li-Chun Wang, Ming-Puu Chen
IETI Volume 47, Number 1, ISSN 1470-3297
Abstract
Learning to program is difficult for novices, even for those undergraduates who have majored in computer science. The study described in this paper has investigated the effects of game strategy and preference-matching on novice learners' flow experience and performance in learning to program using an experiential gaming activity. One hundred and fifteen novices participated in the experimental activity. Two types of game strategy were employed: the matching-challenging strategy and the challenging strategy. Participants were categorised into one or other of the two groups based on individual preferences. The results of the study showed that: (1) the challenging group had higher flow experiences than the matching-challenging group; (2) participants' performance was enhanced with the use of the matching strategy; and (3) a compensation effect existed among the preference-mismatched learners who performed better in the challenging game-play. (Contains 4 tables and 4 figures.)
Citation
Wang, L.C. & Chen, M.P. (2010). The Effects of Game Strategy and Preference-Matching on Flow Experience and Programming Performance in Game-Based Learning. Innovations in Education and Teaching International, 47(1), 39-52. Retrieved August 6, 2024 from https://www.learntechlib.org/p/107738/.
ERIC is sponsored by the Institute of Education Sciences (IES) of the U.S. Department of Education.
Copyright for this record is held by the content creator. For more details see ERIC's copyright policy.
Keywords
- computer science education
- Computer Software
- Correlation
- Educational Strategies
- educational technology
- Experiential learning
- Foreign Countries
- games
- information technology
- Instructional Effectiveness
- Learning Motivation
- learning strategies
- Predictor Variables
- problem solving
- Program Effectiveness
- programming
- programming languages
- Questionnaires
- Scoring Rubrics
- Secondary School Students
- student motivation
- teaching methods
Cited By
View References & Citations Map-
Collaborative Game-Based Learning with Motion-Sensing Technology: Analyzing Students' Motivation, Attention, and Relaxation Levels
Cheng-Yu Hung, National Chiao Tung University, Institute of Education, Hsinchu, Taiwan; Yu-Ren Lin, Central China Normal University, School of Educational Information Technology, Wuhan, China; Kai-Yi Huang, National Chiao Tung University, Institute of Education, Hsinchu, Taiwan; Pao-Ta Yu, National Chung Cheng University, Department of Computer Science and Information Engineering, Chiayi, Taiwan; Jerry Sun, National Chiao Tung University, Institute of Education, Hsinchu, Taiwan
International Journal of Online Pedagogy and Course Design Vol. 7, No. 4 (October 2017) pp. 53–64
-
AR-based Science Exploration Using Smart Glass
Ming-Puu Chen, National Taiwan Normal University, Taiwan; Yi-Husan CHEN, Soochow University, Taiwan; Chia-Hung Cheng, National Taiwan Normal University, Taiwan
EdMedia + Innovate Learning 2018 (Jun 25, 2018) pp. 867–868
-
Developing a Big Game for Financial Education Using Service Design Approach
Myunghee Kang, Seonghye Yoon & Minjeng Kang, Ewha Womans University, Korea (South); JeeEun Jang, Envisible, Inc., Korea (South); Yujung Lee, Financial Education Council, Korea (South)
Journal of Educational Multimedia and Hypermedia Vol. 27, No. 2 (April 2018) pp. 267–287
-
Developing a Big Game for Financial Education Using Service Design Approach
Myunghee Kang, Seonghye Yoon & Minjeng Kang, Ewha Womans University, Korea (South); JeeEun Jang, Envisible, Inc., Korea (South); Yujung Lee, Financial Education Council, Korea (South)
EdMedia + Innovate Learning 2017 (Jun 20, 2017) pp. 1091–1103
-
Exploring the Embodied Effect of AR-based Science Exploration
Ming-Puu Chen & Szu-Ju Lin, National Taiwan Normal University, Taiwan
EdMedia + Innovate Learning 2017 (Jun 20, 2017) pp. 164–167
These links are based on references which have been extracted automatically and may have some errors. If you see a mistake, please contact info@learntechlib.org.