scholarly journals The interplay of students’ creative behavior and learning style during digital game based learning

2020 ◽  
Author(s):  
Γεωργία Ζησιμάτου

Σκοπός αυτής της διατριβής ήταν να διερευνήσει την αλληλεπίδραση μεταξύ της μάθησης βάσει ψηφιακών παιχνιδιών και της δημιουργική συμπεριφορά των μαθητών. Αυτή η διατριβή αποτελείται από πέντε διαφορετικές μελέτες. Μια ποιοτική μελέτη (11 συνεντεύξεις), μια πιλοτική φάση και 3 πειραματικές μελέτες. Τριακόσια πέντε παιδιά δημοτικού σχολείου (N = 305) ηλικίας 11-12 ετών δημοτικού σχολείου αποτέλεσαν το αρχικό δείγμα της έρευνας. Σε αυτήν την έρευνα χρησιμοποιήθηκαν ψυχομετρικές τεχνικές για τη συλλογή ποσοτικών και μετρήσιμων δεδομένων. Το Honey and Mumford's Learning Style Questionnaire (LSQ) χρησιμοποιήθηκε για την αξιολόγηση των μαθησιακών στυλ των ατόμων. Για τον ίδιο σκοπό, χρησιμοποιήσαμε επίσης το LSI: Elementary Learning Styles Inventory από τους Stetson and Associates (2004). Η δημιουργικότητα των μαθητών αξιολογήθηκε χρησιμοποιώντας την Τεχνική Συναινετικής Αξιολόγησης από την Teressa Amabile (1983). Οι αναλύσεις δεδομένων έδειξαν ότι η χρήση ψηφιακών παιχνιδιών ήταν πιο αποτελεσματική όσον αφορά την ανάπτυξη της δημιουργικότητας των μαθητών σε μαθηματικές έννοιες σε σχέση με τισ παραδοσιακές μεθόδους διδασκαλίας. Πιο συγκεκριμένα, αποδείχθηκε ότι άτομα που είχαν κατηγοριοποιηθεί ως πραγματιστές (Pragmatist) είτε ως ακτιβιστών(Activist) βάσει του LSQ και ως Κιναισθητικοί(Kinesthetic) βάση του LSI επηρεάστηκαν πιο θετικά από τα περιβάλλοντα μάθησης ψηφιακών παιχνιδιών. Η διάρκεια της παρέμβασης βρέθηκε επίσης να διαδραματίζει σημαντικό ρόλο όσον αφορά την αποτελεσματικότητα της.

1992 ◽  
Vol 70 (3_suppl) ◽  
pp. 1072-1074
Author(s):  
Marshall A. Geiger ◽  
Jeffrey K. Pinto

This note is a reply to Ruble and Stout's 1992 critique of our 1991 study of changes in learning style over time. While some of their comments have merit, the remaining conclusions are that the dimension scores on the Learning Styles Inventory exhibit considerable stability over time and should be analyzed when assessing changes in learning style.


2001 ◽  
Vol 16 (3) ◽  
pp. 341-365 ◽  
Author(s):  
Barbara J. Eide ◽  
Marshall A. Geiger ◽  
Bill N. Schwartz

Recent reviews of accounting education research have called for continued assessment of learning style inventories in accounting contexts (Geiger and Boyle 1992; Rebele et al. 1998). This study presents a critical evaluation of the psychometric properties of the Canfield Learning Styles Inventory (LSI), proposed by Francis et al. (1995) as an instrument for possible use by accounting educators. The study administered two versions (standard and scrambled) to 531 accounting majors from eight universities, applying a test-retest strategy after a 4–5 week interval. The versions were examined for internal consistency reliability, test-retest reliability, classification stability, and construct validity. We found moderate internal consistency (item analyses scores weaker than those reported by Canfield [1988]) and a substantial amount of learner-type classification instability across the two administrations. In terms of construct validity, two-factor solutions were not consistent with those reported by Canfield (1988). Further, three-factor solutions also were not consistent with Canfield's three learning domains. Therefore, along with limited theoretical support and the lack of empirical justification, we find little support for the use of the Canfield LSI in accounting education research.


1995 ◽  
Vol 81 (3) ◽  
pp. 1023-1026 ◽  
Author(s):  
Cheryl A. Coker

23 athletes were asked to complete the Learning Styles Inventory first focusing on classroom learning, then on learning in their sport. Analysis indicated that learning styles shift across cognitive and motor settings. As a result, to ensure the validity of the results, giving respondents a particular focus when taking the inventory may be necessary. The development of an instrument designed strictly for motor skills might be helpful to assess successfully learners' profiles for motor skill acquisition.


This study investigated the effects of novices’ learning style and gender consciousness on learning of programming concepts from game-based learning activities. Four classes of eighth graders with 59 males and 63 females participated in this study. Participants were identified as the diverger group and the converger group based on their stronger learning styles. Game-play activities were implemented to support participants’ learning of programming concepts. The results revealed that (a) for the programming comprehension performance, the convergers outperformed the divergers; (b) participants’ learning style and gender consciousness significantly affected their project performance; (c) for the high gender consciousness learners, the convergers performed better at abstract conceptualization and active experimentation than the divergers did; (d) for the divergers, the low gender consciousness learners possessed lower stereotype and were willing to challenge and performed better than the high gender consciousness learners; and (e) all the participants revealed positive intrinsic and extrinsic motivation.


Author(s):  
Barbara Martinson ◽  
Sauman Chu

Games are increasingly being used to teach content in a variety of courses from elementary to graduate education. This study investigates the effectiveness of using a game, to learning design history content, and it examines students’ preferred learning activities based on learning styles. Forty-two students played a computer game and then responded to a 10-item quiz. Learning style or times played did not impact achievement on the quiz. Students did prefer games as a learning tool, but equally preferred lecture and projects. This study does indicate that games can be used as tools to teach various types of information within a college course. Games added variety to the design history course and made learning facts more fun. The concrete nature of the game was appropriate for this particular group of students, most of whom had concrete learning styles. Finally, the recycling of a previously designed learning object made the project affordable in terms of time and money.


2018 ◽  
pp. 317-339
Author(s):  
Syed Raza Ali Bokhari ◽  
Iqbal Ahmed Panhwar

This study utilizes Structural Equation Modeling with maximum likelihood discrepancy function to examine the relationship among various cultural dimensions and multicultural learning styles, and subsequently the impact thereof on student academic performance. 210 MBA students who enrolled in an online class were examined. The hypothetical model integrated proven learning styles and cultural theories. While Kolb's Learning Styles Inventory (LSI) version 3.1 captured attributes of learning style preferences, the Cultural Dimensions of Learning Framework questionnaire developed by Parrish and Linder-VanBerschot (2010) captured cultural preferences. Three structural models (epistemological beliefs, social beliefs, and temporal perceptions dimension of culture) were analyzed. It was found that epistemological beliefs and temporal perceptions dimensions of culture exhibited a positive relationship with multicultural learning styles; the social relationship dimension showed negative relationship, while total effect on student academic performance across was relatively similar across all models.


2014 ◽  
Vol 4 (2) ◽  
pp. 36-50 ◽  
Author(s):  
Johannes Konert ◽  
Michael Gutjahr ◽  
Stefan Göbel ◽  
Ralf Steinmetz

For adaptation and personalization of game play sophisticated player models and learner models are used in game-based learning environments. Thus, the game flow can be optimized to increase efficiency and effectiveness of gaming and learning in parallel. In the field of gaming still the Bartle model is commonly used due to its simplicity and good mapping to game scenarios, for learning the Learning Style Inventory from Kolb or Index of Learning Styles by Felder and Silverman are well known. For personality traits the NEO-FFI (Big5) model is widely accepted. When designing games, it is always a challenge to assess one player's profile characteristics properly in all three models (player/learner/personality). To reduce the effort and amount of dimensions and questionnaires a player might have to fill out, we proved the hypothesis that both, Learning Style Inventory and Bartle Player Types could be predicted by knowing the personality traits based on NEO-FFI. Thus we investigated the statistical correlations among the models by collecting answers to the questionnaires of Bartle Test, Kolb LSI 3.1 and BFI-K (short version of NEO-FFI). A study was conducted in spring 2012 with six school classes of grade 9 (12-14 year old students) in two different secondary schools in Germany. 74 students participated in the study which was offered optionally after the use of a game-based learning tool for peer learning. We present the results statistics and correlations among the models as well as the interdependencies with the student's level of proficiency and their social connectedness. In conclusion, the evaluation (correlation and regression analyses) proved the independency of the models and the validity of the dimensions. Still, especially for all of the playing style preferences of Bartle's model significant correlations with some of the analyzed other questionnaire items could be found. As no predictions of learning style preferences is possible on the basis of this studies data, the final recommendation for the development of game-based learning application concludes that separate modeling for the adaptation game flow (playing) and learn flow (learning) is still necessary.


2001 ◽  
Vol 25 (8) ◽  
pp. 306-309 ◽  
Author(s):  
Nicholas Airey ◽  
James Marriott ◽  
June Rodd

Aims and MethodTo describe how the Learning Styles Inventory was used to assess the preferred learning styles of a group of senior and specialist registrars from different specialities attending a management course.ResultsOf the 272 doctors studied, the learning styles of psychiatrists (n=42) emerged as significantly different to the group as a whole, favouring reflective observation and concrete experience rather than active experimentation or abstract conceptualisation.Clinical ImplicationsKnowledge of learning styles can help improve interactions with other specialities that adopt different learning strategies, and assist with the individual psychiatrist's lifelong learning. To engage the interest of medical students, psychiatrists may need to consider different teaching approaches in line with the prevalent learning style.


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