Publication Cover
Educational Psychology
An International Journal of Experimental Educational Psychology
Volume 43, 2023 - Issue 8
504
Views
2
CrossRef citations to date
0
Altmetric
Research Articles

Multi-dimensional evaluation of an educational board game using real-time diagnostic procedure scaffolding: analysis of learners’ learning effectiveness, flow, anxiety, and emotion

& ORCID Icon
Pages 874-894 | Received 31 Mar 2023, Accepted 11 Sep 2023, Published online: 22 Sep 2023

References

  • Al Mamun, M. A., Lawrie, G., & Wright, T. (2020). Instructional design of scaffolded online learning modules for self-directed and inquiry-based learning environments. Computers & Education, 144, 103695. https://doi.org/10.1016/j.compedu.2019.103695
  • Bawa, P., Watson, S. L., & Watson, W. (2018). Motivation is a game: Massively multiplayer online games as agents of motivation in higher education. Computers & Education, 123, 174–194. https://doi.org/10.1016/j.compedu.2018.05.004
  • Bieleke, M., Gogol, K., Goetz, T., Daniels, L., & Pekrun, R. (2021). The AEQ-S: A short version of the Achievement Emotions Questionnaire. Contemporary Educational Psychology, 65, 101940. https://doi.org/10.1016/j.cedpsych.2020.101940
  • Cai, S., Liu, E., Shen, Y., Liu, C., Li, S., & Shen, Y. (2020). Probability learning in mathematics using augmented reality: Impact on student’s learning gains and attitudes. Interactive Learning Environments, 28(5), 560–573. https://doi.org/10.1080/10494820.2019.1696839
  • Camacho-Morles, J., Slemp, G. R., Pekrun, R., Loderer, K., Hou, H., & Oades, L. G. (2021). Activity achievement emotions and academic performance: A meta-analysis. Educational Psychology Review, 33(3), 1051–1095. https://doi.org/10.1007/s10648-020-09585-3
  • Chalmers, P. A. (2003). The role of cognitive theory in human–computer interface. Computers in Human Behavior, 19(5), 593–607. https://doi.org/10.1016/S0747-5632(02)00086-9
  • Chang, C. C., & Yang, S. T. (2023). Interactive effects of scaffolding digital game-based learning and cognitive style on adult learners’ emotion, cognitive load and learning performance. International Journal of Educational Technology in Higher Education, 20(1), 16. https://doi.org/10.1186/s41239-023-00385-7
  • Chang, C. H., Kuo, C. C., Hou, H. T., & Koe, J. (2022). Design and evaluation of a multi-sensory scaffolding gamification science course with mobile technology for learners with total blindness. Computers in Human Behavior, 128, 107085. https://doi.org/10.1016/j.chb.2021.107085
  • Chen, C. H., & Law, V. (2016). Scaffolding individual and collaborative game-based learning in learning performance and intrinsic motivation. Computers in Human Behavior, 55, 1201–1212. https://doi.org/10.1016/j.chb.2015.03.010
  • Cheng, K. H., & Tsai, C. C. (2014). Children and parents’ reading of an augmented reality picture book: Analyses of behavioral patterns and cognitive attainment. Computers & Education, 72, 302–312. https://doi.org/10.1016/j.compedu.2013.12.003
  • Forman, E. (1989). The role of peer interaction in the social construction of mathematical knowledge. International Journal of Educational Research, 13(1), 55–70. https://doi.org/10.1016/0883-0355(89)90016-5
  • Greulich, L., Al Otaiba, S., Schatschneider, C., Wanzek, J., Ortiz, M., & Wagner, R. K. (2014). Understanding inadequate response to first-grade multi-tier intervention: Nomothetic and ideographic perspectives. Learning Disability Quarterly : Journal of the Division for Children with Learning Disabilities, 37(4), 204–217. https://doi.org/10.1177/0731948714526999
  • Hamari, J., Shernoff, D. J., Rowe, E., Coller, B., Asbell-Clarke, J., & Edwards, T. (2016). Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning. Computers in Human Behavior, 54, 170–179. https://doi.org/10.1016/j.chb.2015.07.045
  • Hmelo-Silver, C. E., Duncan, R. G., & Chinn, C. A. (2007). Scaffolding and achievement in problem-based and inquiry learning: A response to Kirschner, Sweller, and Clark (2006). Educational Psychologist, 42(2), 99–107. https://doi.org/10.1080/00461520701263368
  • Hopko, D., Mahadevan, R., Bare, R., & Hunt, M. (2003). The Abbreviated Math Anxiety Scale (AMAS): Construction, validity, and reliability. Assessment, 10(2), 178–182. https://doi.org/10.1177/1073191103010002008
  • Hou, H. T. (2015). Integrating cluster and sequential analysis to explore learners’ flow and behavioral patterns in a simulation game with situated-learning context for science courses: A video-based process exploration. Computers in Human Behavior, 48, 424–435. https://doi.org/10.1016/j.chb.2015.02.010
  • Hou, H. T., & Li, M. C. (2014). Evaluating multiple aspects of a digital educational problem-solving-based adventure game. Computers in Human Behavior, 30, 29–38. https://doi.org/10.1016/j.chb.2013.07.052
  • Hou, H. T., Fang, Y. S., & Tang, J. T. (in press). Designing an alternate reality board game with augmented reality and multi-dimensional scaffolding for promoting spatial and logical ability. Interactive Learning Environment. https://doi.org/10.1080/10494820.2021.1961810
  • Hou, H. T., & Keng, S. H. (2021). A dual-scaffolding framework integrating peer-scaffolding and cognitive-scaffolding for an augmented reality-based educational board game: An analysis of learners’ collective flow state and collaborative learning behavioral patterns. Journal of Educational Computing Research, 59(3), 547–573. https://doi.org/10.1177/0735633120969409
  • Hou, H. T., Wu, C. S., & Wu, C. H. (2023). Evaluation of a mobile-based scaffolding board game developed by scaffolding-based game editor: Analysis of learners’ performance, anxiety and behavior patterns. Journal of Computers in Education, 10(2), 273–291. https://doi.org/10.1007/s40692-022-00231-1
  • Jagušt, T., Boticki, I., & So, H. (2018). A review of research on bridging the gap between formal and informal learning with technology in primary school contexts. Journal of Computer Assisted Learning, 34(4), 417–428. https://doi.org/10.1111/jcal.12252
  • Kiili, K. (2006). Evaluations of an experiential gaming model. Human Technology: An Interdisciplinary Journal on Humans in ICT Environments, 2(2), 187–201. https://doi.org/10.17011/ht/urn.2006518
  • Kilty, T. J., & Burrows, A. C. (2020). Systematic review of outdoor science learning activities with the integration of mobile devices. International Journal of Mobile and Blended Learning, 12(2), 33–56. https://doi.org/10.4018/IJMBL.2020040103
  • Kusmaryono, I., Gufron, A. M., & Rusdiantoro, A. (2020). Effectiveness of scaffolding strategies in learning against decrease in mathematics anxiety level. Numerical: Jurnal Matematika Dan Pendidikan Matematika, 4(1), 13–22. https://doi.org/10.25217/numerical.v4i1.770
  • Lei, H., & Cui, Y. (2016). Effects of academic emotions on achievement among mainland Chinese students: A meta-analysis. Social Behavior and Personality: An International Journal, 44(9), 1541–1553. https://doi.org/10.2224/sbp.2016.44.9.1541
  • Lei, H., Wang, C., Chiu, M. M., & Chen, S. (2022). Do educational games affect students’ achievement emotions? Evidence from a meta‐analysis. Journal of Computer Assisted Learning, 38(4), 946–959. https://doi.org/10.1111/jcal.12664
  • Liang, C. P., & She, H. C. (2021). Investigate the effectiveness of single and multiple representational scaffolds on mathematics problem solving: Evidence from eye movements. Interactive Learning Environments, 31(6), 3882–3897. https://doi.org/10.1080/10494820.2021.1943692
  • Lin, Y. C., & Hou, H. T. (in press). The evaluation of a scaffolding-based augmented reality educational board game with competition-oriented and collaboration-oriented mechanisms: Differences analysis of learning effectiveness, motivation, flow, and anxiety. Interactive Learning Environments. https://doi.org/10.1080/10494820.2022.2091606
  • Liu, C., Zowghi, D., Kearney, M., & Bano, M. (2021). Inquiry‐based mobile learning in secondary school science education: A systematic review. Journal of Computer Assisted Learning, 37(1), 1–23. https://doi.org/10.1111/jcal.12505
  • Maryam, B., Sören, H., & Gunilla, L. (2020). Putting scaffolding into action: Preschool teachers’ actions using interactive whiteboard. Early Childhood Education Journal, 48(1), 79–92. https://doi.org/10.1007/s10643-019-00971-3
  • Meluso, A., Zheng, M., Spires, H. A., & Lester, J. (2012). Enhancing 5th graders’ science content knowledge and self efficacy through game based learning. Computers & Education, 59(2), 497–504. https://doi.org/10.1016/j.compedu.2011.12.019
  • Moeller, J., Brackett, M. A., Ivcevic, Z., & White, A. E. (2020). High school students’ feelings: Discoveries from a large national survey and an experience sampling study. Learning and Instruction, 66, 101301. https://doi.org/10.1016/j.learninstruc.2019.101301
  • Ninaus, M., Greipl, S., Kiili, K., Lindstedt, A., Huber, S., Klein, E., Karnath, H.-O., & Moeller, K. (2019). Increased emotional engagement in game-based learning—A machine learning approach on facial emotion detection data. Computers & Education, 142, 103641. https://doi.org/10.1016/j.compedu.2019.103641
  • Nourazar, S., Kakvand, R., & Aliasin, S. H. (2022). The impact of scaffolded metacognitive writing strategy instruction on Iranian intermediate EFL learners’ IELTS Writing Task 2. Education Research International, 2022, 1–8. https://doi.org/10.1155/2022/6297895
  • Pekrun, R. (2005). Progress and open problems in educational emotion research. Learning and Instruction, 15(5), 497–506. https://doi.org/10.1016/j.learninstruc.2005.07.014
  • Pekrun, R., Elliot, A. J., & Maier, M. A. (2009). Achievement goals and achievement emotions: Testing a model of their joint relations with academic performance. Journal of Educational Psychology, 101(1), 115–135. https://doi.org/10.1037/a0013383
  • Pekrun, R., Goetz, T., Frenzel, A. C., Barchfeld, P., & Perry, R. (2011). Measuring emotions in students’ learning and performance: The Achievement Emotions Questionnaire. Contemporary Educational Psychology, 36(1), 36–48. https://doi.org/10.1016/j.cedpsych.2010.10.002
  • Pekrun, R., Goetz, T., Titz, W., & Perry, R. P. (2002). Academic emotions in students’ self-regulated learning and achievement: A program of qualitative and quantitative research. Educational Psychologist, 37(2), 91–105. https://doi.org/10.1207/S15326985EP3702_4
  • Wang, S. M., Chen, K. T., Hou, H. T., Li, C. T. (2017) A science history educational board game with augmented reality integrating collaborative problem solving and scaffolding strategies, paper presented at t he 25th International Conference on Computers in Education, December 4-8, Christchurch, New Zealand.
  • Saleh, A., Yuxin, C., Hmelo-Silver, C., Glazewski, K., Mott, B., & Lester, J. (2020). Coordinating scaffolds for collaborative inquiry in a game‐based learning environment. Journal of Research in Science Teaching, 57(9), 1490–1518. https://doi.org/10.1002/tea.21656
  • Sánchez-Ruiz, L. M., López-Alfonso, S., Moll-López, S., Moraño-Fernández, J. A., & Vega-Fleitas, E. (2022). Educational digital escape rooms footprint on students’ feelings: A case study within aerospace engineering. Information, 13(10), 478. https://doi.org/10.3390/info13100478
  • Shao, K., Pekrun, R., Marsh, H. W., & Loderer, K. (2020). Control-value appraisals, achievement emotions, and foreign language performance: A latent interaction analysis. Learning and Instruction, 69, 101356. https://doi.org/10.1016/j.learninstruc.2020.101356
  • Silva, R., Rodrigues, R., & Leal, C. (2019). Play it again: How game-based learning improves flow in accounting and marketing education. Accounting Education, 28(5), 484–507. https://doi.org/10.1080/09639284.2019.1647859
  • Sinha, T., & Kapur, M. (2021). Robust effects of the efficacy of explicit failure-driven scaffolding in problem-solving prior to instruction: A replication and extension. Learning and Instruction, 75, 101488. https://doi.org/10.1016/j.learninstruc.2021.101488
  • Smith, J. G. (2011). Abstracting the concrete, concretizing the abstract: Reframing diversity education through experiential learning theory. Journal of Diversity Management (JDM), 6(4), 1–8. https://doi.org/10.19030/jdm.v6i4.6662
  • Suárez-Pellicioni, M., Núñez-Peña, M. I., & Colomé, A. (2016). Math anxiety: A review of its cognitive consequences, psychophysiological correlates, and brain bases. Cognitive, Affective & Behavioral Neuroscience, 16(1), 3–22. https://doi.org/10.3758/s13415-015-0370-7
  • Tapingkae, P., Panjaburee, P., Hwang, G., & Srisawasdi, N. (2020). Effects of a formative assessment-based contextual gaming approach on students’ digital citizenship behaviours, learning motivations, and perceptions. Computers & Education, 159, 103998. https://doi.org/10.1016/j.compedu.2020.103998
  • Yu, Z., Gao, M., & Wang, L. (2021). The effect of educational games on learning outcomes, student motivation, engagement and satisfaction. Journal of Educational Computing Research, 59(3), 522–546. https://doi.org/10.1177/0735633120969214

Reprints and Corporate Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

To request a reprint or corporate permissions for this article, please click on the relevant link below:

Academic Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

Obtain permissions instantly via Rightslink by clicking on the button below:

If you are unable to obtain permissions via Rightslink, please complete and submit this Permissions form. For more information, please visit our Permissions help page.