About this paper

Appears in:
Pages: 2675-2682
Publication year: 2010
ISBN: 978-84-613-9386-2
ISSN: 2340-1117

Conference name: 2nd International Conference on Education and New Learning Technologies
Dates: 5-7 July, 2010
Location: Barcelona, Spain

USING DIGITAL GAMES-BASED LEARNING APPROACH TO PASS TECHNICAL AND VOCATIONAL EXAMS

M.H. Chen, M.T. Chang, M.Y. Chen

National Taichung Institute of Technology (TAIWAN)
The widespread application of digital technologies in learning (digital learning) has dramatically transformed the way we learn things. It not only offers greater flexibility in time and space, but also stimulates stronger motivation and better performance. Digital game-based learning is effective in stimulating the motivation of learning, when combined with simulated situated learning and mobile learning, will further improve learning performance.
The present study aimed to design a new type of digital game with rich story context and sound/lighting effects to convert the current prevailing traditional classroom learning for preparing students to pass technical and vocational exams, to a digital teaching material with better interaction, attractiveness, and therefore effectiveness, so that students using this game will be better guided and motivated to achieve effective learning, which is indicated by higher pass rate with less spent time.
The researchers designed a framework of teaching material based on the “Instructional System Design” (ISD), and integrated the “Media Richness Theory” (MRT), which emphasizing that the use of a large number of images and sounds as information transmission media, can improve information pass effect, and the “Flow Theory” (FT) which can allow learners to enter "ecstasy" of the realm, to produce “Digital Game-Based Learning”(DGBL) teaching materials. The purpose of this research is (1) to evaluate the degree of correlation between the learner's learning motivation and effectiveness, after adopting the “Digital Game-Based Learning” approach; (2) to survey the users of digital game-based learning to evaluate their degree of acceptance and satisfaction.

@InProceedings{CHEN2010USI,
author = {Chen, M.H. and Chang, M.T. and Chen, M.Y.},
title = {USING DIGITAL GAMES-BASED LEARNING APPROACH TO PASS TECHNICAL AND VOCATIONAL EXAMS},
series = {2nd International Conference on Education and New Learning Technologies},
booktitle = {EDULEARN10 Proceedings},
isbn = {978-84-613-9386-2},
issn = {2340-1117},
publisher = {IATED},
location = {Barcelona, Spain},
month = {5-7 July, 2010},
year = {2010},
pages = {2675-2682}}
TY - CONF
AU - M.H. Chen AU - M.T. Chang AU - M.Y. Chen
TI - USING DIGITAL GAMES-BASED LEARNING APPROACH TO PASS TECHNICAL AND VOCATIONAL EXAMS
SN - 978-84-613-9386-2/2340-1117
PY - 2010
Y1 - 5-7 July, 2010
CI - Barcelona, Spain
JO - 2nd International Conference on Education and New Learning Technologies
JA - EDULEARN10 Proceedings
SP - 2675
EP - 2682
ER -
M.H. Chen, M.T. Chang, M.Y. Chen (2010) USING DIGITAL GAMES-BASED LEARNING APPROACH TO PASS TECHNICAL AND VOCATIONAL EXAMS, EDULEARN10 Proceedings, pp. 2675-2682.
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