Bio Detective

Student science learning, immersion experience, and problem-solving patterns

Mei En Hsu, Meng-Tzu Cheng

Research output: Chapter in Book/Report/Conference proceedingConference contribution

2 Citations (Scopus)

Abstract

Many studies have shown that there is a positive impact of serious educational games (SEGs) on student learning. Because of the game graphics, animations, sounds, and narratives, the learners can immerse in the virtual surroundings. Once they immersed, they might try their best to solve the in-game tasks. Therefore, the purpose of this study was to develop a SEG-Bio Detective and to evaluate its impact on student science learning outcomes. Moreover, we further investigated the relationships between students' game immersion experience and their science learning and problem solving. The obtained results showed that student science learning can be significantly improved through Bio Detective play, but there were no significant correlations between game immersion and learning outcomes. Comparing the problem-solving patterns and problem-solving abilities between students with high- and low immersion experience, we found that students with high immersion experience had a more complete problem-solving pattern and a better problem-solving performance than students with low game immersion experience.

Original languageEnglish
Title of host publicationWorkshop Proceedings of the 22nd International Conference on Computers in Education, ICCE 2014
EditorsThepchai Supnithi, Siu Cheung Kong, Ying-Tien Wu, Tomoko Kojiri, Chen-Chung Liu, Hiroaki Ogata, Akihiro Kashihara
PublisherAsia-Pacific Society for Computers in Education
Pages171-178
Number of pages8
ISBN (Electronic)9784990801427
Publication statusPublished - 2014 Jan 1
Event22nd International Conference on Computers in Education, ICCE 2014 - Nara, Japan
Duration: 2014 Nov 302014 Dec 4

Publication series

NameWorkshop Proceedings of the 22nd International Conference on Computers in Education, ICCE 2014

Other

Other22nd International Conference on Computers in Education, ICCE 2014
CountryJapan
CityNara
Period14-11-3014-12-04

Fingerprint

Students
science
learning
experience
student
Animation
Acoustic waves
narrative
ability
performance

All Science Journal Classification (ASJC) codes

  • Computer Science Applications
  • Human-Computer Interaction
  • Education

Cite this

Hsu, M. E., & Cheng, M-T. (2014). Bio Detective: Student science learning, immersion experience, and problem-solving patterns. In T. Supnithi, S. C. Kong, Y-T. Wu, T. Kojiri, C-C. Liu, H. Ogata, & A. Kashihara (Eds.), Workshop Proceedings of the 22nd International Conference on Computers in Education, ICCE 2014 (pp. 171-178). (Workshop Proceedings of the 22nd International Conference on Computers in Education, ICCE 2014). Asia-Pacific Society for Computers in Education.
Hsu, Mei En ; Cheng, Meng-Tzu. / Bio Detective : Student science learning, immersion experience, and problem-solving patterns. Workshop Proceedings of the 22nd International Conference on Computers in Education, ICCE 2014. editor / Thepchai Supnithi ; Siu Cheung Kong ; Ying-Tien Wu ; Tomoko Kojiri ; Chen-Chung Liu ; Hiroaki Ogata ; Akihiro Kashihara. Asia-Pacific Society for Computers in Education, 2014. pp. 171-178 (Workshop Proceedings of the 22nd International Conference on Computers in Education, ICCE 2014).
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abstract = "Many studies have shown that there is a positive impact of serious educational games (SEGs) on student learning. Because of the game graphics, animations, sounds, and narratives, the learners can immerse in the virtual surroundings. Once they immersed, they might try their best to solve the in-game tasks. Therefore, the purpose of this study was to develop a SEG-Bio Detective and to evaluate its impact on student science learning outcomes. Moreover, we further investigated the relationships between students' game immersion experience and their science learning and problem solving. The obtained results showed that student science learning can be significantly improved through Bio Detective play, but there were no significant correlations between game immersion and learning outcomes. Comparing the problem-solving patterns and problem-solving abilities between students with high- and low immersion experience, we found that students with high immersion experience had a more complete problem-solving pattern and a better problem-solving performance than students with low game immersion experience.",
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Hsu, ME & Cheng, M-T 2014, Bio Detective: Student science learning, immersion experience, and problem-solving patterns. in T Supnithi, SC Kong, Y-T Wu, T Kojiri, C-C Liu, H Ogata & A Kashihara (eds), Workshop Proceedings of the 22nd International Conference on Computers in Education, ICCE 2014. Workshop Proceedings of the 22nd International Conference on Computers in Education, ICCE 2014, Asia-Pacific Society for Computers in Education, pp. 171-178, 22nd International Conference on Computers in Education, ICCE 2014, Nara, Japan, 14-11-30.

Bio Detective : Student science learning, immersion experience, and problem-solving patterns. / Hsu, Mei En; Cheng, Meng-Tzu.

Workshop Proceedings of the 22nd International Conference on Computers in Education, ICCE 2014. ed. / Thepchai Supnithi; Siu Cheung Kong; Ying-Tien Wu; Tomoko Kojiri; Chen-Chung Liu; Hiroaki Ogata; Akihiro Kashihara. Asia-Pacific Society for Computers in Education, 2014. p. 171-178 (Workshop Proceedings of the 22nd International Conference on Computers in Education, ICCE 2014).

Research output: Chapter in Book/Report/Conference proceedingConference contribution

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Hsu ME, Cheng M-T. Bio Detective: Student science learning, immersion experience, and problem-solving patterns. In Supnithi T, Kong SC, Wu Y-T, Kojiri T, Liu C-C, Ogata H, Kashihara A, editors, Workshop Proceedings of the 22nd International Conference on Computers in Education, ICCE 2014. Asia-Pacific Society for Computers in Education. 2014. p. 171-178. (Workshop Proceedings of the 22nd International Conference on Computers in Education, ICCE 2014).