| Let’s escape! The impact of a digital-physical combined escape room on students’ creative thinking, learning motivation, and science academic achievement | |
|---|---|
| 學年 | 111 |
| 學期 | 1 |
| 出版(發表)日期 | 2022-09-13 |
| 作品名稱 | Let’s escape! The impact of a digital-physical combined escape room on students’ creative thinking, learning motivation, and science academic achievement |
| 作品名稱(其他語言) | |
| 著者 | Hsu-Chan Kuo; Ai-Jou Pan; Cai-Sin Lin; Chu-Yang Chang |
| 單位 | |
| 出版者 | |
| 著錄名稱、卷期、頁數 | Education Sciences 12(9), p.615 |
| 摘要 | Digital and physical escape rooms have been suggested as practical and effective approaches to game-based learning and have recently gained momentum. The deficit of scholarly works that simultaneously implement both types of escape rooms legitimizes this study’s significance and appropriateness. The researchers systematically combined digital and physical escape rooms and integrated them into fifth-grade science lessons (experimental group N = 22; control group N = 21). Considering that creative thinking is one of the essential competencies in the competitive world, learning motivation is a crucial factor contributing to students’ learning, and academic achievement is a criterion for learning outcomes. The Torrance Test of Creative Thinking (fluency, flexibility, originality, and elaboration), the Learning Motivation Scale (value, expectation, affect, and executive volition), and the science achievement exam were used to quantitatively investigate students’ learning effectiveness. The results indicated that the experimental group’s creative thinking and learning motivation outperformed the control group significantly. Nonetheless, both groups showed no significant difference in science academic achievement. The present study verifies that a digital–physical combined escape room is an effective and practical approach that has the potential to be widely used in schools to benefit students’ learning. Some discussions, educational implications, and suggestions for future studies and practices are offered. |
| 關鍵字 | game-based learning; escape room; creative thinking; learning motivation; science academic achievement |
| 語言 | en |
| ISSN | 2227-7102 |
| 期刊性質 | 國外 |
| 收錄於 | |
| 產學合作 | |
| 通訊作者 | |
| 審稿制度 | 否 |
| 國別 | CHE |
| 公開徵稿 | |
| 出版型式 | ,電子版 |
| 相關連結 |
機構典藏連結 ( http://tkuir.lib.tku.edu.tw:8080/dspace/handle/987654321/127908 ) |