Research

Effects of a Two-Tier Test Strategy on Students’ Digital Game-Based Learning Performances and Flow Experience in Environmental Education

Effects of a Two-Tier Test Strategy on Students’ Digital Game-Based Learning Performances and Flow Experience in Environmental Education

Effects of a Two-Tier Test Strategy on Students’ Digital Game-Based Learning Performances and Flow Experience in Environmental Education

Effects of a Two-Tier Test Strategy on Students’ Digital Game-Based Learning Performances and Flow Experience in Environmental Education

By Xiao-Ming Wang, Shi-Man Wang, Jia-Ni Wang, Gwo-Jen Hwang, and Su Xu

Abstract

“At present, environmental issues are of concern to all countries, especially for developing countries, and education on waste sorting is urgent. However, it remains a challenge to improve students’ learning achievement and engagement in environmental education. Researchers have pointed out the potential of digital games for promoting students’ learning motivation. In addition, the two-tier testing mechanism has been recognized as an effective tool for correcting students’ misconceptions and promoting their in-depth thinking. Therefore, this study proposed a two-tier testing-based digital gaming approach. To verify the effectiveness of the approach, a digital game was developed and a quasi-experiment was conducted. The participants were two classes of fifth graders, with one class as the experimental group using the two-tier test-based digital game and the other class as the control group learning with the conventional digital game. The results showed that the digital game-based learning with two-tier testing model was conducive to students' improved academic performance compared with the conventional digital game-based learning model, especially for students in the low-level group, who were able to make greater progress. In addition, the approach was effective in terms of reducing students’ cognitive load and improving their flow experience.”

Reference

Wang, X., Wang, S., Wang, J., Hwang, G., & ; Xu, S. (2022). Effects of a two-tier test strategy on students’ digital game-based learning performances and flow experience in environmental education. Journal of Educational Computing Research, 073563312210951. doi:10.1177/07356331221095162 https://journals.sagepub.com/doi/abs/10.1177/07356331221095162

Keyword

Two-tier test, digital game-based learning, flow experience, cognitive load, environmental education, research