• DocumentCode
    185510
  • Title

    Effects of the Mobile Competitive Game Approach on Students´ Learning Attitudes and Flow Experience in Field Trips

  • Author

    Gwo-Jen Hwang ; Po-Han Wu ; Chi-Chang Chen ; Nien-Ting Tu

  • Author_Institution
    Grad. Inst. of Digital Learning & Educ., Nat. Taiwan Univ. of Sci. & Technol., Taipei, Taiwan
  • fYear
    2014
  • fDate
    27-29 Oct. 2014
  • Firstpage
    3
  • Lastpage
    8
  • Abstract
    With the rapid progress of mobile technologies and the popularity of wireless networks, educational settings and strategies have changed significantly. Learning environments are no longer limited to classrooms, instead, the importance of conducting learning activities for knowledge construction through interaction with physical environments has been emphasized. In the meantime, researchers have indicated that cultivating students´ learning motivation can facilitate their learning performance, and the digital game-based learning approach could provide a good solution for effectively enhancing students´ learning motivation. Therefore, in this study, a mobile competitive game is proposed to support learning activities conducted in physical contexts. An experiment has been conducted on an elementary school butterfly ecology course to explore the effectiveness of the proposed approach in comparison with the conventional mobile learning approach. The experimental results show that the mobile competitive game approach can not only improve students´ learning attitudes, but can also situates them in learning scenarios with good flow experience.
  • Keywords
    computer aided instruction; computer games; educational courses; educational institutions; human factors; knowledge management; mobile computing; butterfly ecology course; digital game-based learning approach; educational settings; elementary school; field trips; flow experience; knowledge construction; mobile competitive game approach; mobile technologies; physical environments; student learning attitudes; student learning motivation; wireless networks; Computers; Educational institutions; Environmental factors; Games; Materials; Mobile communication; digital game-based learning; flow experience; learning attitudes; mobile learning;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Educational Innovation through Technology (EITT), 2014 International Conference of
  • Conference_Location
    Brisbane
  • Print_ISBN
    978-1-4799-4231-2
  • Type

    conf

  • DOI
    10.1109/EITT.2014.9
  • Filename
    6982555