DocumentCode
1800964
Title
Exploring Learner´s Variables Affecting Gaming Achievement in Digital Game-Based Learning
Author
Cha, Jiseon ; Baek, Youngkyun ; Xu, Yan
Author_Institution
Korea Nat. Univ. of Educ.
fYear
2008
fDate
17-19 Nov. 2008
Firstpage
75
Lastpage
82
Abstract
This study explored learnerpsilas variables affecting gaming achievement in digital game-based learning. Gender, self-efficacy toward computers, logical thinking, and attitude toward gaming were selected as learnerpsilas variables for the study. Seventy-two elementary school children participated in game-based learning using Zoombinis: Mountain Rescue. Pearsonpsilas correlations coefficient (r) and regression analysis in SPSS were used for data analysis. The results of this study include that 1) locus of control, self-efficacy toward computers, and logical thinking were indicated as main variables affecting gaming achievement; 2) attitudes toward gaming differed by gender; and 3) variables affecting gaming achievement also differed by gender of players.
Keywords
computer aided instruction; computer games; regression analysis; Pearson correlations coefficient; Zoombinis Mountain Rescue; data analysis; digital game-based learning; gaming achievement; learner variables; regression analysis; Attitude control; Computer science education; Data analysis; Demography; Educational institutions; Frequency; Games; Internet; Natural languages; Regression analysis; Gaming Achievement; Learner´s Variables;
fLanguage
English
Publisher
ieee
Conference_Titel
Digital Games and Intelligent Toys Based Education, 2008 Second IEEE International Conference on
Conference_Location
Banff, BC
Print_ISBN
978-0-7695-3409-1
Type
conf
DOI
10.1109/DIGITEL.2008.15
Filename
4700733
Link To Document