Chapter 4: e-Tourism, Edutainment and e-Learning Systems

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 | College of Arts Media and Technology, Chiang Mai University, Huaykeaw Rd, 239, Suthep, Muang, Chiang Mai, 50200, Thailand

Reference: Software, Knowledge, Information Management and Applications (SKIMA 2013) 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.

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