Effects of a Personalized Game on Students' Outcomes and Visual Attention during Digital Citizenship Learning

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Bibliographic Details
Title: Effects of a Personalized Game on Students' Outcomes and Visual Attention during Digital Citizenship Learning
Language: English
Authors: Patcharin Panjaburee (ORCID 0000-0002-9781-8743), Gwo-Jen Hwang (ORCID 0000-0001-5155-276X), Ungsinun Intarakamhang (ORCID 0000-0001-7558-0394), Niwat Srisawasdi (ORCID 0000-0002-2042-2601), Pawat Chaipidech (ORCID 0000-0002-4239-1850)
Source: Cogent Education. 2024 11(1).
Availability: Cogent OA. Available from: Taylor & Francis, Ltd. 530 Walnut Street Suite 850, Philadelphia, PA 19106. Tel: 800-354-1420; Tel: 215-625-8900; Fax: 215-207-0050; Web site: http://www.tandf.co.uk/journals
Peer Reviewed: Y
Page Count: 22
Publication Date: 2024
Intended Audience: Teachers
Document Type: Journal Articles
Reports - Research
Descriptors: Educational Games, Individualized Instruction, Outcomes of Education, Visual Learning, Attention, Electronic Learning, Citizenship Education, Learner Engagement, Decision Making, Learning Processes, Eye Movements, Educational Technology, Gamification
DOI: 10.1080/2331186X.2024.2351275
ISSN: 2331-186X
Abstract: Previous studies have designed educational methods to cultivate digital citizenship behavior and support the construction of knowledge. However, these methods have not well incorporated personalized feedback mechanisms for enhancing digital citizenship knowledge. Therefore, this study proposed an algorithm that combines concept-effect propagation, fuzzy logic, and decision tree methods to address this drawback and create a personalized, contextual gaming experience. This personalization ensures an engaging and contextually relevant learning experience, addressing learning challenges related to digital citizenship scales. The game was tailored to individual learning experiences and decision-making patterns, with fuzzy logic interpreting nuanced student responses and decision trees guiding learning paths. A digital citizenship knowledge test and an affection questionnaire measured the game's impact. Moreover, eye tracking was used to ensure attention in the experimental group. Therefore, a quasi-experimental design was conducted to evaluate the influence of a digital citizenship game on 110 students. ANCOVA and the Chi-square tests were performed to analyze students' knowledge of digital citizenship. Moreover, eye-tracking metrics were used to gain deeper insights into students' visual attention and engagement. The experimental results reveal that the proposed game enhanced the students' digital citizenship achievement and promoted their perceptions. Additionally, eye-tracking data showed that the proposed gaming environment positively influenced students' engagement. Findings indicate that using fuzzy logic and decision trees in educational games significantly promotes affection and alters attention in learning digital citizenship. This study contributes to educational technology by showcasing the potential benefits of personalized educational experiences. The insights gained are valuable for educators and educational game developers focused on digital citizenship education.
Abstractor: As Provided
Entry Date: 2024
Accession Number: EJ1453716
Database: ERIC
Description
Abstract:Previous studies have designed educational methods to cultivate digital citizenship behavior and support the construction of knowledge. However, these methods have not well incorporated personalized feedback mechanisms for enhancing digital citizenship knowledge. Therefore, this study proposed an algorithm that combines concept-effect propagation, fuzzy logic, and decision tree methods to address this drawback and create a personalized, contextual gaming experience. This personalization ensures an engaging and contextually relevant learning experience, addressing learning challenges related to digital citizenship scales. The game was tailored to individual learning experiences and decision-making patterns, with fuzzy logic interpreting nuanced student responses and decision trees guiding learning paths. A digital citizenship knowledge test and an affection questionnaire measured the game's impact. Moreover, eye tracking was used to ensure attention in the experimental group. Therefore, a quasi-experimental design was conducted to evaluate the influence of a digital citizenship game on 110 students. ANCOVA and the Chi-square tests were performed to analyze students' knowledge of digital citizenship. Moreover, eye-tracking metrics were used to gain deeper insights into students' visual attention and engagement. The experimental results reveal that the proposed game enhanced the students' digital citizenship achievement and promoted their perceptions. Additionally, eye-tracking data showed that the proposed gaming environment positively influenced students' engagement. Findings indicate that using fuzzy logic and decision trees in educational games significantly promotes affection and alters attention in learning digital citizenship. This study contributes to educational technology by showcasing the potential benefits of personalized educational experiences. The insights gained are valuable for educators and educational game developers focused on digital citizenship education.
ISSN:2331-186X
DOI:10.1080/2331186X.2024.2351275