The Learning Effectiveness of a Blended and Embodied Interactive Video Game for Kindergarten Students
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Date
2010-01-01
Authors
Hong, J. C.
Tsai, C. M.
Ho, Y. C.
Hwang, M. Y.
Wu, C. C.
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Abstract
We developed an embodied interactive video game (EIVG) that is
both educational and entertaining in the hope of using such system to explore
the differences that exist in learning effectiveness between blended and pure
digital learning. Apart from conducting experiments by having the children
learned using the EIVG, we also involved teachers as part of the study helping
us observe the emotional aspect of the children. The results of the study can be
summarized into the following: 1 The effectiveness of blended learning is much
better comparing to that of pure digital learning. 2 The effectiveness of EIVG
learning of boys is better than girls. However there is no significant difference
between them. 3 The EIVG is highly entertaining which results in learning
objects remain highly interested and focused throughout the study. Both types
of learning can effectively improve the learning outcomes of the objects.