Game-based learning is becoming increasingly popular in education. The playful experience especially promises a high degree of students’ motivation. In this research, we examine the influence of sequential scaffolding within a digital educational escape room game. Escape rooms are usually games where players have to escape from a room within a given time limit by completing different tasks and quests. Therefore, we developed an educational virtual escape room for biology classes, focusing on the topic of sex education. In an experiment, we modified this learning environment and developed two different conditions: in one escape room, scaffolding was implemented using sequential learning aids; in the other escape room, which was assigned to the control group, no additional learner support was provided. The main objective of this quantitative research is to measure the escape room’s impact on learning and cognitive load. In addition, motivation, flow experience and experience of immersion are analyzed. A comparison between the two escape rooms shows that additional scaffolding does not significantly increase cognitive load or have any effect on learning. Results show that motivation and knowledge acquisition can be successfully supported by using game-based learning with escape rooms.
Self-regulated learning (SRL) requires learners’ active participation, i.e., they need to activate cognitive and metacognitive learning strategies. These strategies can be activated and supported by using cognitive and metacognitive prompts. Extensive research concerning the effects of prompts on SRL is necessary to determine connections between these two concepts. Our study investigates the effects of cognitive and metacognitive activities—i.e., prompts—on learning performance during SRL. Therefore, we developed three types of learning environments that use different types of prompts—cognitive or metacognitive prompts—or no prompts. Moreover, we also used a questionnaire to examine prior knowledge and post-knowledge. Pre- and post-tests show that self-confidence in prior knowledge has a significant effect on self-confidence in post-knowledge, cognitive prompts reduce extrinsic motivation, and knowing how to use cognitive learning strategies enables using cognitive prompts more effectively. These results are partially in line with existing research findings on the effects of prompts in SRL.
This study investigated the effects of pre-training types on the cognitive load, collaborative knowledge construction and level of learning in a computer-supported collaborative learning environment. Pre-training was provided to help learners optimise their cognitive load, build accurate shared-knowledge and achieve successful deep learning. The participants were randomly assigned into one of two groups. Each group received either guided or self-directed pre-training. The participants were provided with three learning phases, which included the pre-training phase, knowledge-sharing phase and knowledge-construction phase. After completing each learning phase, we analysed the participants’ cognitive load and level of collaborative knowledge. One week after the computer-supported collaborative learning phase, we conducted a transfer test to measure the quality of learning. The results suggested that the guided pre-training is more effective in reducing unnecessary cognitive load, building a higher level of collaborative knowledge and achieving deep learning.
12 January 2022 in Journal of Educational Computing Research
Augmented Reality (AR) has become an emerging educational technology in classroom practice and science education. While most research and contemporary meta-analyses reveal benefits with regard to knowledge acquisition and motivation of Augmented Reality–based learning environments, most of the studies lack a clear and fair control condition. In this research, we compared an AR-based learning environment with a paper-based learning environment for self-directed learning about the human digestive system. In an experiment, we examined the effects of these two conditions for knowledge acquisition, cognitive load, and experience of flow and immersion. Results reveal significantly higher outcomes in favor of the text-based instruction with regard to conceptual domain knowledge and mental representation of the human digestive system and its involved organs. Positive effects of the AR learning environment are limited to a higher experience of immersion.
This study investigates, based on Deci and Ryan’s self-determination theory, how autonomy support and school-related pressure are associated with students’ vitality, their contentment with and academic performance in school, and whether feeling related to teachers and feeling competent mediate these relations. In total, 812 secondary school students participated in this questionnaire-based survey. Perceived autonomy support was positively related while school-related pressure was negatively related with vitality and contentment. Relations were partially mediated by relatedness to teachers and perceived competence. In sum, this study provides insight into how autonomy support contributes not only to better academic achievement but also to students feeling vital in school and experiencing contentment with school environments. Moreover, the results emphasize that pressure is not only irrelevant for academic performance, but rather, detrimental for students’ perceptions in school. The practical implications imply that teachers should be trained to avoid unnecessary coercion and to strengthen their abilities in supporting their students’ autonomy. This contributes to make school a productive and enjoyable environment for learners and teachers alike.