Effects of a Personalized Game on Students' Outcomes and Visual Attention during Digital Citizenship Learning
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| Title: | Effects of a Personalized Game on Students' Outcomes and Visual Attention during Digital Citizenship Learning |
|---|---|
| Language: | English |
| Authors: | Patcharin Panjaburee (ORCID |
| 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 |
| FullText | Text: Availability: 0 |
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| Header | DbId: eric DbLabel: ERIC An: EJ1453716 AccessLevel: 3 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: Effects of a Personalized Game on Students' Outcomes and Visual Attention during Digital Citizenship Learning – Name: Language Label: Language Group: Lang Data: English – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Patcharin+Panjaburee%22">Patcharin Panjaburee</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0002-9781-8743">0000-0002-9781-8743</externalLink>)<br /><searchLink fieldCode="AR" term="%22Gwo-Jen+Hwang%22">Gwo-Jen Hwang</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0001-5155-276X">0000-0001-5155-276X</externalLink>)<br /><searchLink fieldCode="AR" term="%22Ungsinun+Intarakamhang%22">Ungsinun Intarakamhang</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0001-7558-0394">0000-0001-7558-0394</externalLink>)<br /><searchLink fieldCode="AR" term="%22Niwat+Srisawasdi%22">Niwat Srisawasdi</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0002-2042-2601">0000-0002-2042-2601</externalLink>)<br /><searchLink fieldCode="AR" term="%22Pawat+Chaipidech%22">Pawat Chaipidech</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0002-4239-1850">0000-0002-4239-1850</externalLink>) – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="SO" term="%22Cogent+Education%22"><i>Cogent Education</i></searchLink>. 2024 11(1). – Name: Avail Label: Availability Group: Avail Data: 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 – Name: PeerReviewed Label: Peer Reviewed Group: SrcInfo Data: Y – Name: Pages Label: Page Count Group: Src Data: 22 – Name: DatePubCY Label: Publication Date Group: Date Data: 2024 – Name: Audience Label: Intended Audience Group: Audnce Data: Teachers – Name: TypeDocument Label: Document Type Group: TypDoc Data: Journal Articles<br />Reports - Research – Name: Subject Label: Descriptors Group: Su Data: <searchLink fieldCode="DE" term="%22Educational+Games%22">Educational Games</searchLink><br /><searchLink fieldCode="DE" term="%22Individualized+Instruction%22">Individualized Instruction</searchLink><br /><searchLink fieldCode="DE" term="%22Outcomes+of+Education%22">Outcomes of Education</searchLink><br /><searchLink fieldCode="DE" term="%22Visual+Learning%22">Visual Learning</searchLink><br /><searchLink fieldCode="DE" term="%22Attention%22">Attention</searchLink><br /><searchLink fieldCode="DE" term="%22Electronic+Learning%22">Electronic Learning</searchLink><br /><searchLink fieldCode="DE" term="%22Citizenship+Education%22">Citizenship Education</searchLink><br /><searchLink fieldCode="DE" term="%22Learner+Engagement%22">Learner Engagement</searchLink><br /><searchLink fieldCode="DE" term="%22Decision+Making%22">Decision Making</searchLink><br /><searchLink fieldCode="DE" term="%22Learning+Processes%22">Learning Processes</searchLink><br /><searchLink fieldCode="DE" term="%22Eye+Movements%22">Eye Movements</searchLink><br /><searchLink fieldCode="DE" term="%22Educational+Technology%22">Educational Technology</searchLink><br /><searchLink fieldCode="DE" term="%22Gamification%22">Gamification</searchLink> – Name: DOI Label: DOI Group: ID Data: 10.1080/2331186X.2024.2351275 – Name: ISSN Label: ISSN Group: ISSN Data: 2331-186X – Name: Abstract Label: Abstract Group: Ab Data: 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. – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: DateEntry Label: Entry Date Group: Date Data: 2024 – Name: AN Label: Accession Number Group: ID Data: EJ1453716 |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=EJ1453716 |
| RecordInfo | BibRecord: BibEntity: Identifiers: – Type: doi Value: 10.1080/2331186X.2024.2351275 Languages: – Text: English PhysicalDescription: Pagination: PageCount: 22 Subjects: – SubjectFull: Educational Games Type: general – SubjectFull: Individualized Instruction Type: general – SubjectFull: Outcomes of Education Type: general – SubjectFull: Visual Learning Type: general – SubjectFull: Attention Type: general – SubjectFull: Electronic Learning Type: general – SubjectFull: Citizenship Education Type: general – SubjectFull: Learner Engagement Type: general – SubjectFull: Decision Making Type: general – SubjectFull: Learning Processes Type: general – SubjectFull: Eye Movements Type: general – SubjectFull: Educational Technology Type: general – SubjectFull: Gamification Type: general Titles: – TitleFull: Effects of a Personalized Game on Students' Outcomes and Visual Attention during Digital Citizenship Learning Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Patcharin Panjaburee – PersonEntity: Name: NameFull: Gwo-Jen Hwang – PersonEntity: Name: NameFull: Ungsinun Intarakamhang – PersonEntity: Name: NameFull: Niwat Srisawasdi – PersonEntity: Name: NameFull: Pawat Chaipidech IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 01 Type: published Y: 2024 Identifiers: – Type: issn-electronic Value: 2331-186X Numbering: – Type: volume Value: 11 – Type: issue Value: 1 Titles: – TitleFull: Cogent Education Type: main |
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