Proceedings of the International Conference on
Software, Knowledge, Information Management and Applications (SKIMA 2013)
Advanced Technology Solutions and Applications in Higher Education and Enterprises
 
(from Chapter 4: e-Tourism, Edutainment and e-Learning Systems)

 Full Citation and Abstract

Title: The use of asynchronous learning in serious game for improving cognitive learning in high school students
  Author(s): Sompon Winya, Pradorn Sureephong
  Address: College of Arts Media and Technology, Chiang Mai University, Huaykeaw Rd, 239, Suthep, Muang, Chiang Mai, 50200, Thailand
sompon @ kic.camt.info, dorn @ camt.info
  Reference: SKIMA 2013 Proceedings  pp. 164 - 171
  Abstract/
Summary
The challenge in education is to improve and effectively learning pedagogy to support and delimitation for student learning. The research aim study does asynchronous learning in serious game for improving higher cognitive learning in high school students. This study use a quasi-experimental research to use asynchronous learning (AL) approach compare synchronous learning via serious game (SG) and use Bloom's taxonomy (BT) to assess student's higher cognitive level. The participated student were arranged five student per group total eight teams (N = 40). Subjects were separated into control group: synchronous condition (n = 20) and experiment group: asynchronous condition (n = 20). Both subject groups were asked to take pre and post-test assessment. This present studies found the student who play SG in asynchronous condition show significantly improve BT cognitive domain in comprehensive, synthesis and evaluation. This present study show asynchronous learning can improve student's cognitive learning and SG is alternative approach for teacher/trainer's to develop their pedagogical to teaching techniques to improve student learning achievement.
 
PDF  View Full PDF
 only subscribers
 
PDF  Click here to Order On-line
 

 We welcome your comments about this Article