The effect of online gaming, cognition and feedback type in facilitating delayed achievement of different learning objectives. 指導教授:陳明溥 博士 研 究 生:周韻芳 Cameron, B. & Dwyer, F. (2005).The effect of online gaming, cognition and feedback type in facilitating delayed achievement of different learning objectives. Journal of Interactive Learning Research, 16(3), 243-257. LITERATURE REVIEW-Gaming(1) • Gaming motivates learners. • Motivation generated in competitive gaming may translate into increased achievement of the content. (L aveault&St.Germain,1997) • Feedback guides the learning process and provides students with a sense of satisfaction and/or accomplis hment. • Offer a simple and creative means of providing high-level motivation, clear and consistent goals, and sustained interactivity. LITERATURE REVIEW-Gaming(2) • Both feedback and instructional games have the cap acity to function as advance organizers by stating objectives, providing learning guidance, and suggesti ng meaningful organization of the content to be learn ed. • In addition to providing appropriate feedback, a well-designed instructional game should be based on specific instructional objectives (Atkinson, 1977; Orbach, 19 79). • As the learner’s self-concept improves, cognitive learning also increases.(Coleman,1967;Olliphant,1990) LITERATURE REVIEW-Feedback(1) • Once learners make a response, feedback is an esse ntial component for efficient achievement (Jacobs & Demps ey, 1993; Morey, 1991). • One of the most important components of feedback is its ability to provide the learner information regarding the correctness of their responses and to correct inaccurate information (Anderson, Kuihavy, & Andre, 1971; 1972). • Feedback has two primary functions, to verify and to elaborate (Kuihavy & Stock, 1989). LITERATURE REVIEW-Feedback(2) • Lee, Smith, and Savenyc (1991) have proposed three major types of feedback: 1. knowledge of response (KOR), 2. knowledge of correct response (KCR). 3. elaborative feedback. • Knowledge of correct response (KCR) feedback has been shown to be more effective in facilitating retention than knowledge of response (KOR) feedback (Gilman, 1969; Roper. 1977). LITERATURE REVIEW-Feedback(3) • Waldrop, Justen, and Adams (1986) found that knowle dge of correct response(KCR) feedback with elaborat ed feedback is more effective than simple knowledge of results(KOR) feedback in facilitating retention of inf ormation. • Clariana (1993) also found elaborative feedback to be more effective than knowledge of correct responses (KCR) and knowledge of response(KOR) feedback in f acilitating delayed retention. LITERATURE REVIEW -Individual Differences (1) • A number of researchers have noted the lack of res earch on individual differences and their impact on t he effectiveness of instructional gaming (Klein. 1992; Orbach, 1979; Wolfe, 1985). • Witkin (1976) identified that learners have different c ognitive styles that effect how they process informati on. He identified two cognitive styles — field depen dent(場地依賴型) and field independent(場地獨立型) as measured by the Group Embedded figures Test (GEFT). GEFT • The GEFT is a standardized paper and pencil tes t consisting of 1 8 items, which takes 20 minutes to complete. The test has a minimum score of ze ro and a maximum of 18 Problem Statement • the purpose of this study was to examine the instructio nal effects (a)gaming (b)gaming plus embedded questions (c)gaming plus questions (d)gaming plus questions plus knowledge of respon se feedback(KOR) (e)gaming plus questions plus elaborative feedback on delayed retention of different types of educational objectives for students identified as possessing differe nt cognitive styles (FD/FI). METHODOLOGY • The subject matter emphasize: ─the physiology and functions of the human heart duri ng the systolic and diastolic phases. • web-based presentation module: ─consisted of a web-based, self-paced instructional u nit. ─The instructional unit contained approximately 2,000 words describing the human heart, its pafls, and its cyclic functions. CRITERION MEASURES Dwyer(1987,p269) • Drawing test:(cued recall) ─to evaluate student ability to construct and/or reproduce items in their appropriate context. • Identification test:(多重選擇) ─to evaluate student ability to identify parts or positions of an obje ct. • Terminology test:(多重選擇) ─to measure knowledge of specificity, terms, and definitions. • Comprehension test: (多重選擇) ─It measured comprehension of the simultaneous functions occurri ng during the systolic and diastolic phases. • Composite test score: ─to measure total achievement of the objectives presented in the i nstructional unit. Instructional Game “Heart Attack” • had students attempt to save a patient in a specified period of time (15 minutes) by correctly answering qu estions about the parts and functions of the human h eart. • The game was designed to reinforce, develop, and refine the instruction. • The game was played individually; however, they competed with each other for high score and the fastest time to save the patient. Treatment Description • Treatment 1 ─Instructional unit with no instructional game. • Treatment 2 ─ Instructional unit with instructional game (Questions Oniy, No Feedback) • Treatment 3 ─ Instructional unit with instructional game (Questions with Knowledge of Response Feedback) • Treatment 4 ─ Instructional unit with instructional game (Questions with Elaborative Feedback) Treatment 1 • Students in treatment I received their respective treatm ents containing the 20 static instructional visuals but di d not interact with the instructional game providing opp ortunities for motivation (Figure 1). Treatment 2 • Students receiving Treatment 2 received the same instruction as did students in Treatment I; however, they interacted with the instructional game using 43 multiple-choice questions with no immediate feedba ck ( Figure 2) Treatment 3 • Students in Treatment 3 received the same instruction as did students in Treatment 3; however, they received knowledge of response feedback immediately after the learner completed the instructional unit (Figure 3) Treatment 4 • Students in Treatment 4 received the same instruction as did students in Treatment 3; however, they received elaborative feedback immediately after the completing t he instructional unit (Figure 4) Experimental Procedure and Design • 422 college level students • three separate sections: Session one: ─required approximately 10 minutes of presentation time and 20 minutes to administer the DEFT (field independent、field depe ndent、field neutral ) ─Stratified random sampling (Figure 5) Session two: ─held two weeks later required approximately 45 minutes for students to complete the instructional unit and the game. Session three: ─required approximately 30 minutes for the delayed testing two weeks later Results • criterion measures: composite identification terminology comprehension drawing • (F= (3,292)=9.52, p<.OO1) (F=3,292)=4.37, p<.O5 ) (F=3,292)=7.39, p<.OO1 ) (F=3,292)=4.8O, p<.OO3) (P=3,292)=7.71, p<.OO1) cognitive style: Composite (F=1 ,292)=37.36. p<.OOI ) identification (F=I ,292)=22.77, p<.OOl ) Terminology (F=1 ,292)=22.34, p<.OOl ) comprehension (F=1 ,292)=37.49, p<.OO1 ) Drawing (F=I ,292)=20.4 I, p<.OOI ) F1>FD FI>FD F1>FD FI>FD FI>FD F P F P cognitive style 9.52 <.001 37.36 <.001 FI>FD <.05 22.77 <.001 FI>FD 7.39 <.001 22.34 <.001 FI>FD 4.80 <.003 37.49 <.001 FI>FD 7.71 <.001 20.41 <.001 FI>FD 4.37 Statistically insignificant interactions were found to exist between cognitive style and treatment type on all criterion measures. Results • Analyses on the statistically significant mean effect DISCUSSION (1) • Instructional games that require repeated responses to specific information improves delayed retention by increasi ng attention to information that enhances the encoding of information to long-term memory (Anderson & Biddle, 1975; Anders on & Faust, 1973; Andre, 1979; 1987; Harnaker, 1986). • When feedback was included in the game statistically significant differences in achievement was realized on all criterion measures. However, the same level of feedback w as not both effective and efficient for all criterion measures. • Used an instructional game with feedback provided the level of rehearsal necessary for the synthesis of information to move into long-term memory for delayed retention. • Different rehearsal methods have different effects in facilitating delayed retention. DISCUSSION (2) • Differences between field independent and field depe ndent learners are due to less efficient information processing on the part of the field dependent learner r ather than on the use of different cognitive processes. • Games without sustained elaborative feedback are not an effective strategy for facilitating increased student achievement. • additional research be conducted on cognitive style to identify strategies that have the predictability of reducing individual differences among students (FD/ F1). The End Thanks
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