Mapping hypertext
Digital Game-Based Learning
Using the “Record-Replay” Function for Elaboration of Knowledge in Educational Games
Proceedings of the 2006 conference on Learning by Effective Utilization of Technologies: Facilitating Intercultural Understanding
An Exploratory Study on Teachers' Perceptions of Game-based Situated Learning
Proceedings of the 2006 conference on Learning by Effective Utilization of Technologies: Facilitating Intercultural Understanding
Developing a digital game-based situated learning system for ocean ecology
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“Online Learning” has been commonly viewed as a mechanism for empowering improved learning outcome, increased flexibility of aligning the individual need of learners, and better quality of educational interaction. In fact, a lot of “digitized” and “ready-to-use” learning and teaching resources are already available online; nevertheless, we must not confuse quantity and quality, as these resources may just continue to perpetuate teacher-centred approaches, rather than student-centred approaches. The present research aimed to compare the educational values, learning effectiveness, students and teachers' perceptions of a new online educational paradigm – Situated Game-based Learning with Traditional Web-based Learning in secondary education in Hong Kong. A combination of quantitative and qualitative research methods were employed for data collection and analysis. Results showed that, under the present research settings, although no significant difference of students' learning outcome with respect to these two approaches was found, the participating students and teachers were quite positive towards the educational paradigm of Situated Game-based Learning. This provides vital insights and a basis for further investigating the paradigm's application and development for learning and teaching.