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Learning with a digital escape room game: before or after instruction?
In this study, we investigated whether playing an escape room game after explicit instruction (instruction-first group, N = 20) is more effective to learn about copyright and media law than playing the game before explicit instruction (problem-solving-first group, N = 21). This is an important quest...
Autores principales: | , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Springer Singapore
2022
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8920572/ https://www.ncbi.nlm.nih.gov/pubmed/35310067 http://dx.doi.org/10.1186/s41039-022-00187-x |
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author | Buchner, Josef Rüter, Martina Kerres, Michael |
author_facet | Buchner, Josef Rüter, Martina Kerres, Michael |
author_sort | Buchner, Josef |
collection | PubMed |
description | In this study, we investigated whether playing an escape room game after explicit instruction (instruction-first group, N = 20) is more effective to learn about copyright and media law than playing the game before explicit instruction (problem-solving-first group, N = 21). This is an important question as escape room games are complex, problem-based learning environments that can overwhelm learners and thus hinder the acquisition of knowledge and skills. According to cognitive load theory, preparing learners with explicit instruction before problem-solving activities can overcome this problem leading to better learning. However, in the productive failure paradigm problem-solving before explicit instruction is seen as more effective, especially when it comes to the application of newly acquired knowledge to solve novel problems. Based on these two theories, we conducted an experiment and found that playing the developed digital escape room game after explicit instruction was more effective for knowledge retention and domain-specific self-efficacy with at the same time lower cognitive load. However, we found no differences regarding the application of knowledge as both groups scored equally high on transfer tasks. The result is discussed considering previous productive failure studies mostly conducted in the science and engineering domain. In sum, the instruction first approach proved to be effective for both knowledge acquisition and knowledge application, leading to higher domain-specific self-efficacy and lower cognitive load. Therefore, we conclude that the implementation of escape room games after instruction is an effective instructional approach and better suited to promote learning than playing escape room games before instruction. SUPPLEMENTARY INFORMATION: The online version contains supplementary material available at 10.1186/s41039-022-00187-x. |
format | Online Article Text |
id | pubmed-8920572 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | Springer Singapore |
record_format | MEDLINE/PubMed |
spelling | pubmed-89205722022-03-15 Learning with a digital escape room game: before or after instruction? Buchner, Josef Rüter, Martina Kerres, Michael Res Pract Technol Enhanc Learn Research In this study, we investigated whether playing an escape room game after explicit instruction (instruction-first group, N = 20) is more effective to learn about copyright and media law than playing the game before explicit instruction (problem-solving-first group, N = 21). This is an important question as escape room games are complex, problem-based learning environments that can overwhelm learners and thus hinder the acquisition of knowledge and skills. According to cognitive load theory, preparing learners with explicit instruction before problem-solving activities can overcome this problem leading to better learning. However, in the productive failure paradigm problem-solving before explicit instruction is seen as more effective, especially when it comes to the application of newly acquired knowledge to solve novel problems. Based on these two theories, we conducted an experiment and found that playing the developed digital escape room game after explicit instruction was more effective for knowledge retention and domain-specific self-efficacy with at the same time lower cognitive load. However, we found no differences regarding the application of knowledge as both groups scored equally high on transfer tasks. The result is discussed considering previous productive failure studies mostly conducted in the science and engineering domain. In sum, the instruction first approach proved to be effective for both knowledge acquisition and knowledge application, leading to higher domain-specific self-efficacy and lower cognitive load. Therefore, we conclude that the implementation of escape room games after instruction is an effective instructional approach and better suited to promote learning than playing escape room games before instruction. SUPPLEMENTARY INFORMATION: The online version contains supplementary material available at 10.1186/s41039-022-00187-x. Springer Singapore 2022-03-15 2022 /pmc/articles/PMC8920572/ /pubmed/35310067 http://dx.doi.org/10.1186/s41039-022-00187-x Text en © The Author(s) 2022 https://creativecommons.org/licenses/by/4.0/Open AccessThis article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) . |
spellingShingle | Research Buchner, Josef Rüter, Martina Kerres, Michael Learning with a digital escape room game: before or after instruction? |
title | Learning with a digital escape room game: before or after instruction? |
title_full | Learning with a digital escape room game: before or after instruction? |
title_fullStr | Learning with a digital escape room game: before or after instruction? |
title_full_unstemmed | Learning with a digital escape room game: before or after instruction? |
title_short | Learning with a digital escape room game: before or after instruction? |
title_sort | learning with a digital escape room game: before or after instruction? |
topic | Research |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8920572/ https://www.ncbi.nlm.nih.gov/pubmed/35310067 http://dx.doi.org/10.1186/s41039-022-00187-x |
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