TY - GEN
T1 - Effect of Game Elements on Game-Based Learning for Computer Programming Using Task-Technology Fit
AU - Wang, Wei Tsong
AU - Sari, Mega Kartika
N1 - Publisher Copyright:
© 2021, Springer Nature Switzerland AG.
PY - 2021
Y1 - 2021
N2 - Several studies on game-based learning (GBL) examine the impact of using GBL on student achievement. In contrast, this study examines the game elements that differentiate existing GBLs (reward mechanism, visual programming environment, and flexible learning environment). In addition, this study reveals a comparison between two GBLs that apply the same game elements but have different variations. The purpose of this study was to determine whether the variations of the game elements that were applied even though both had applied the same game elements would give different results to the students’ perspective in using GBL. We use Task-Technology Fit (TTF) theory to determine the effect of game elements on GBL suitability. The total participants in this experiment were 252 students majoring in informatics engineering. Statistical results indicate that the effect of the combination of the three variables on TTF is 87.7%. It implies that the combination of the application of game elements has a significant impact on the suitability of a system in helping students learn using GBL.
AB - Several studies on game-based learning (GBL) examine the impact of using GBL on student achievement. In contrast, this study examines the game elements that differentiate existing GBLs (reward mechanism, visual programming environment, and flexible learning environment). In addition, this study reveals a comparison between two GBLs that apply the same game elements but have different variations. The purpose of this study was to determine whether the variations of the game elements that were applied even though both had applied the same game elements would give different results to the students’ perspective in using GBL. We use Task-Technology Fit (TTF) theory to determine the effect of game elements on GBL suitability. The total participants in this experiment were 252 students majoring in informatics engineering. Statistical results indicate that the effect of the combination of the three variables on TTF is 87.7%. It implies that the combination of the application of game elements has a significant impact on the suitability of a system in helping students learn using GBL.
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U2 - 10.1007/978-3-030-91540-7_34
DO - 10.1007/978-3-030-91540-7_34
M3 - Conference contribution
AN - SCOPUS:85121624239
SN - 9783030915391
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 323
EP - 332
BT - Innovative Technologies and Learning - 4th International Conference, ICITL 2021, Proceedings
A2 - Huang, Yueh-Min
A2 - Lai, Chin-Feng
A2 - Rocha, Tânia
PB - Springer Science and Business Media Deutschland GmbH
T2 - 4th International Conference on Innovative Technologies and Learning, ICITL 2021
Y2 - 29 November 2021 through 1 December 2021
ER -