An educational game for learning human immunology: What do students learn and how do they perceive?
The scientific concepts of human immunology are inherently complicated and extremely difficult to understand. Hence, this study reports on the development of an educational game entitled Humunology and examines the impact of using Humunology for learning how the body's defense system works. A t...
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Veröffentlicht in: | British journal of educational technology 2014-09, Vol.45 (5), p.820-833 |
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description | The scientific concepts of human immunology are inherently complicated and extremely difficult to understand. Hence, this study reports on the development of an educational game entitled Humunology and examines the impact of using Humunology for learning how the body's defense system works. A total of 132 middle school students participated in this study and a quasi‐experimental approach with a two‐group pretest/posttest research design was used. A knowledge assessment including 19 items was developed, and a questionnaire instrument with seven dimensions, which focuses mainly on perceptions toward the use of Humunology, and the help‐seeking behaviors of the students, was employed. The results show that students who learned by playing Humunology significantly outperformed those who learned by using web‐based content on items that examined their understanding of procedural knowledge and higher level of cognitive process. Students in the experimental group also had a significantly higher level of satisfaction than their counterparts. In terms of predicting a student's learning achievement on the posttest, the three positive variables were the results of the pretest, perceived ease of use, peer learning and help‐seeking behaviors. The only negative one was perceived playfulness. The implications and suggestions for further research derived from these findings are discussed. |
doi_str_mv | 10.1111/bjet.12098 |
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Hence, this study reports on the development of an educational game entitled Humunology and examines the impact of using Humunology for learning how the body's defense system works. A total of 132 middle school students participated in this study and a quasi‐experimental approach with a two‐group pretest/posttest research design was used. A knowledge assessment including 19 items was developed, and a questionnaire instrument with seven dimensions, which focuses mainly on perceptions toward the use of Humunology, and the help‐seeking behaviors of the students, was employed. The results show that students who learned by playing Humunology significantly outperformed those who learned by using web‐based content on items that examined their understanding of procedural knowledge and higher level of cognitive process. Students in the experimental group also had a significantly higher level of satisfaction than their counterparts. In terms of predicting a student's learning achievement on the posttest, the three positive variables were the results of the pretest, perceived ease of use, peer learning and help‐seeking behaviors. The only negative one was perceived playfulness. The implications and suggestions for further research derived from these findings are discussed.</description><identifier>ISSN: 0007-1013</identifier><identifier>EISSN: 1467-8535</identifier><identifier>DOI: 10.1111/bjet.12098</identifier><identifier>CODEN: BJETAH</identifier><language>eng</language><publisher>Coventry: Blackwell Publishing Ltd</publisher><subject>Biology ; Cognitive Processes ; Computer & video games ; Cooperative Learning ; Educational Games ; Educational technology ; Experimental Groups ; Help Seeking ; Immunization Programs ; Immunology ; Learning ; Middle School Students ; Middle Schools ; Peer Teaching ; Perceptions ; Predictor Variables ; Pretests Posttests ; Quasiexperimental Design ; Questionnaires ; Research Design ; Satisfaction ; Science Achievement ; Scientific Concepts ; Student Evaluation ; Usability</subject><ispartof>British journal of educational technology, 2014-09, Vol.45 (5), p.820-833</ispartof><rights>2013 British Educational Research Association</rights><rights>British Educational Research Association © 2014 BERA</rights><lds50>peer_reviewed</lds50><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c3948-40afa980df05db926a30af8e7eb29424928a97bd12aeff06348e52a48f953eb33</citedby><cites>FETCH-LOGICAL-c3948-40afa980df05db926a30af8e7eb29424928a97bd12aeff06348e52a48f953eb33</cites></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://onlinelibrary.wiley.com/doi/pdf/10.1111%2Fbjet.12098$$EPDF$$P50$$Gwiley$$H</linktopdf><linktohtml>$$Uhttps://onlinelibrary.wiley.com/doi/full/10.1111%2Fbjet.12098$$EHTML$$P50$$Gwiley$$H</linktohtml><link.rule.ids>314,780,784,1417,27924,27925,45574,45575</link.rule.ids><backlink>$$Uhttp://eric.ed.gov/ERICWebPortal/detail?accno=EJ1035903$$DView record in ERIC$$Hfree_for_read</backlink></links><search><creatorcontrib>Cheng, Meng-Tzu</creatorcontrib><creatorcontrib>Su, TzuFen</creatorcontrib><creatorcontrib>Huang, Wei-Yu</creatorcontrib><creatorcontrib>Chen, Jhih-Hao</creatorcontrib><title>An educational game for learning human immunology: What do students learn and how do they perceive?</title><title>British journal of educational technology</title><addtitle>Br J Educ Technol</addtitle><description>The scientific concepts of human immunology are inherently complicated and extremely difficult to understand. Hence, this study reports on the development of an educational game entitled Humunology and examines the impact of using Humunology for learning how the body's defense system works. A total of 132 middle school students participated in this study and a quasi‐experimental approach with a two‐group pretest/posttest research design was used. A knowledge assessment including 19 items was developed, and a questionnaire instrument with seven dimensions, which focuses mainly on perceptions toward the use of Humunology, and the help‐seeking behaviors of the students, was employed. The results show that students who learned by playing Humunology significantly outperformed those who learned by using web‐based content on items that examined their understanding of procedural knowledge and higher level of cognitive process. Students in the experimental group also had a significantly higher level of satisfaction than their counterparts. In terms of predicting a student's learning achievement on the posttest, the three positive variables were the results of the pretest, perceived ease of use, peer learning and help‐seeking behaviors. The only negative one was perceived playfulness. The implications and suggestions for further research derived from these findings are discussed.</description><subject>Biology</subject><subject>Cognitive Processes</subject><subject>Computer & video games</subject><subject>Cooperative Learning</subject><subject>Educational Games</subject><subject>Educational technology</subject><subject>Experimental Groups</subject><subject>Help Seeking</subject><subject>Immunization Programs</subject><subject>Immunology</subject><subject>Learning</subject><subject>Middle School Students</subject><subject>Middle Schools</subject><subject>Peer Teaching</subject><subject>Perceptions</subject><subject>Predictor Variables</subject><subject>Pretests Posttests</subject><subject>Quasiexperimental Design</subject><subject>Questionnaires</subject><subject>Research Design</subject><subject>Satisfaction</subject><subject>Science Achievement</subject><subject>Scientific Concepts</subject><subject>Student Evaluation</subject><subject>Usability</subject><issn>0007-1013</issn><issn>1467-8535</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2014</creationdate><recordtype>article</recordtype><recordid>eNp9kEFPwzAMhSMEEmNw4Y4UiRtSR9I0bcIFwRiDaYLL0BCXKG3draNtRtIC-_d0FDjii2X787P8EDqmZEDbOI9XUA-oT6TYQT0ahJEnOOO7qEcIiTxKKNtHB86t2pIwHvRQclVhSJtE17mpdIEXugScGYsL0LbKqwVeNqWucF6WTWUKs9hc4PlS1zg12NVNClXtOhbrKsVL87Gd1EvY4DXYBPJ3uDxEe5kuHBz95D56uh3Nhnfe9HF8P7yaegmTgfACojMtBUkzwtNY-qFmbUdABLEvAz-QvtAyilPqa8gyErJAAPd1IDLJGcSM9dFpp7u25q0BV6uVaWz7lVOUcyaEiELeUmcdlVjjnIVMrW1eartRlKitiWprovo2sYVPOhhsnvyBowlt3ZNke5J284-8gM0_Sup6Mpr9anrdTu5q-Pzb0fZVhRGLuJo_jFX0fHM7IeJFvbAv4c2NDQ</recordid><startdate>201409</startdate><enddate>201409</enddate><creator>Cheng, Meng-Tzu</creator><creator>Su, TzuFen</creator><creator>Huang, Wei-Yu</creator><creator>Chen, Jhih-Hao</creator><general>Blackwell Publishing Ltd</general><general>Wiley-Blackwell</general><scope>BSCLL</scope><scope>7SW</scope><scope>BJH</scope><scope>BNH</scope><scope>BNI</scope><scope>BNJ</scope><scope>BNO</scope><scope>ERI</scope><scope>PET</scope><scope>REK</scope><scope>WWN</scope><scope>AAYXX</scope><scope>CITATION</scope><scope>7SC</scope><scope>8FD</scope><scope>JQ2</scope><scope>L7M</scope><scope>L~C</scope><scope>L~D</scope></search><sort><creationdate>201409</creationdate><title>An educational game for learning human immunology: What do students learn and how do they perceive?</title><author>Cheng, Meng-Tzu ; Su, TzuFen ; Huang, Wei-Yu ; Chen, Jhih-Hao</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c3948-40afa980df05db926a30af8e7eb29424928a97bd12aeff06348e52a48f953eb33</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2014</creationdate><topic>Biology</topic><topic>Cognitive Processes</topic><topic>Computer & video games</topic><topic>Cooperative Learning</topic><topic>Educational Games</topic><topic>Educational technology</topic><topic>Experimental Groups</topic><topic>Help Seeking</topic><topic>Immunization Programs</topic><topic>Immunology</topic><topic>Learning</topic><topic>Middle School Students</topic><topic>Middle Schools</topic><topic>Peer Teaching</topic><topic>Perceptions</topic><topic>Predictor Variables</topic><topic>Pretests Posttests</topic><topic>Quasiexperimental Design</topic><topic>Questionnaires</topic><topic>Research Design</topic><topic>Satisfaction</topic><topic>Science Achievement</topic><topic>Scientific Concepts</topic><topic>Student Evaluation</topic><topic>Usability</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Cheng, Meng-Tzu</creatorcontrib><creatorcontrib>Su, TzuFen</creatorcontrib><creatorcontrib>Huang, Wei-Yu</creatorcontrib><creatorcontrib>Chen, Jhih-Hao</creatorcontrib><collection>Istex</collection><collection>ERIC</collection><collection>ERIC (Ovid)</collection><collection>ERIC</collection><collection>ERIC</collection><collection>ERIC (Legacy Platform)</collection><collection>ERIC( SilverPlatter )</collection><collection>ERIC</collection><collection>ERIC PlusText (Legacy Platform)</collection><collection>Education Resources Information Center (ERIC)</collection><collection>ERIC</collection><collection>CrossRef</collection><collection>Computer and Information Systems Abstracts</collection><collection>Technology Research Database</collection><collection>ProQuest Computer Science Collection</collection><collection>Advanced Technologies Database with Aerospace</collection><collection>Computer and Information Systems Abstracts Academic</collection><collection>Computer and Information Systems Abstracts Professional</collection><jtitle>British journal of educational technology</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Cheng, Meng-Tzu</au><au>Su, TzuFen</au><au>Huang, Wei-Yu</au><au>Chen, Jhih-Hao</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><ericid>EJ1035903</ericid><atitle>An educational game for learning human immunology: What do students learn and how do they perceive?</atitle><jtitle>British journal of educational technology</jtitle><addtitle>Br J Educ Technol</addtitle><date>2014-09</date><risdate>2014</risdate><volume>45</volume><issue>5</issue><spage>820</spage><epage>833</epage><pages>820-833</pages><issn>0007-1013</issn><eissn>1467-8535</eissn><coden>BJETAH</coden><abstract>The scientific concepts of human immunology are inherently complicated and extremely difficult to understand. Hence, this study reports on the development of an educational game entitled Humunology and examines the impact of using Humunology for learning how the body's defense system works. A total of 132 middle school students participated in this study and a quasi‐experimental approach with a two‐group pretest/posttest research design was used. A knowledge assessment including 19 items was developed, and a questionnaire instrument with seven dimensions, which focuses mainly on perceptions toward the use of Humunology, and the help‐seeking behaviors of the students, was employed. The results show that students who learned by playing Humunology significantly outperformed those who learned by using web‐based content on items that examined their understanding of procedural knowledge and higher level of cognitive process. Students in the experimental group also had a significantly higher level of satisfaction than their counterparts. In terms of predicting a student's learning achievement on the posttest, the three positive variables were the results of the pretest, perceived ease of use, peer learning and help‐seeking behaviors. The only negative one was perceived playfulness. The implications and suggestions for further research derived from these findings are discussed.</abstract><cop>Coventry</cop><pub>Blackwell Publishing Ltd</pub><doi>10.1111/bjet.12098</doi><tpages>14</tpages></addata></record> |
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subjects | Biology Cognitive Processes Computer & video games Cooperative Learning Educational Games Educational technology Experimental Groups Help Seeking Immunization Programs Immunology Learning Middle School Students Middle Schools Peer Teaching Perceptions Predictor Variables Pretests Posttests Quasiexperimental Design Questionnaires Research Design Satisfaction Science Achievement Scientific Concepts Student Evaluation Usability |
title | An educational game for learning human immunology: What do students learn and how do they perceive? |
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