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Developing a digital game for excel skills learning in higher education - a comparative study analyzing differences in learning between digital games and textbook learning

In higher education, many universities in Taiwan let college students learn excel in a self-directed way. The current axle of the Excel curriculum mainly relies on self-directed learning. In the study, we designed the digital game “Legendary Wizard Excel” and took a certified Excel textbook as the r...

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Autores principales: Chen, Man-Ying, Tang, Joni Tzuchen
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Springer US 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9559159/
https://www.ncbi.nlm.nih.gov/pubmed/36259080
http://dx.doi.org/10.1007/s10639-022-11335-7
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author Chen, Man-Ying
Tang, Joni Tzuchen
author_facet Chen, Man-Ying
Tang, Joni Tzuchen
author_sort Chen, Man-Ying
collection PubMed
description In higher education, many universities in Taiwan let college students learn excel in a self-directed way. The current axle of the Excel curriculum mainly relies on self-directed learning. In the study, we designed the digital game “Legendary Wizard Excel” and took a certified Excel textbook as the research tool. The game we designed integrated the role-play with cognitive scaffolding to help learners learn Excel skills, whereas the textbook we used was “Excel Expert” in the Microsoft Office Specialist. We compared the Learning Effectiveness, Flow Status, and Technology Acceptance Model with 187 college students between two tools, and found that: (1) The game reached a high Technology Acceptance Model; (2) Both groups of learners had significant improvements in learning effectiveness and were engaged in the activity; (3) On learning effectiveness, learners in game-based learning groups achieved higher than learners in textbook groups; (4) Learners in game-based learning groups engaged better in the activity than learners in textbook groups. Therefore, in the future, we looked forward to bringing our results to higher education levels and workplace training to enhance the Excel skills.
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spelling pubmed-95591592022-10-14 Developing a digital game for excel skills learning in higher education - a comparative study analyzing differences in learning between digital games and textbook learning Chen, Man-Ying Tang, Joni Tzuchen Educ Inf Technol (Dordr) Article In higher education, many universities in Taiwan let college students learn excel in a self-directed way. The current axle of the Excel curriculum mainly relies on self-directed learning. In the study, we designed the digital game “Legendary Wizard Excel” and took a certified Excel textbook as the research tool. The game we designed integrated the role-play with cognitive scaffolding to help learners learn Excel skills, whereas the textbook we used was “Excel Expert” in the Microsoft Office Specialist. We compared the Learning Effectiveness, Flow Status, and Technology Acceptance Model with 187 college students between two tools, and found that: (1) The game reached a high Technology Acceptance Model; (2) Both groups of learners had significant improvements in learning effectiveness and were engaged in the activity; (3) On learning effectiveness, learners in game-based learning groups achieved higher than learners in textbook groups; (4) Learners in game-based learning groups engaged better in the activity than learners in textbook groups. Therefore, in the future, we looked forward to bringing our results to higher education levels and workplace training to enhance the Excel skills. Springer US 2022-10-13 2023 /pmc/articles/PMC9559159/ /pubmed/36259080 http://dx.doi.org/10.1007/s10639-022-11335-7 Text en © The Author(s), under exclusive licence to Springer Science+Business Media, LLC, part of Springer Nature 2022, Springer Nature or its licensor holds exclusive rights to this article under a publishing agreement with the author(s) or other rightsholder(s); author self-archiving of the accepted manuscript version of this article is solely governed by the terms of such publishing agreement and applicable law. This article is made available via the PMC Open Access Subset for unrestricted research re-use and secondary analysis in any form or by any means with acknowledgement of the original source. These permissions are granted for the duration of the World Health Organization (WHO) declaration of COVID-19 as a global pandemic.
spellingShingle Article
Chen, Man-Ying
Tang, Joni Tzuchen
Developing a digital game for excel skills learning in higher education - a comparative study analyzing differences in learning between digital games and textbook learning
title Developing a digital game for excel skills learning in higher education - a comparative study analyzing differences in learning between digital games and textbook learning
title_full Developing a digital game for excel skills learning in higher education - a comparative study analyzing differences in learning between digital games and textbook learning
title_fullStr Developing a digital game for excel skills learning in higher education - a comparative study analyzing differences in learning between digital games and textbook learning
title_full_unstemmed Developing a digital game for excel skills learning in higher education - a comparative study analyzing differences in learning between digital games and textbook learning
title_short Developing a digital game for excel skills learning in higher education - a comparative study analyzing differences in learning between digital games and textbook learning
title_sort developing a digital game for excel skills learning in higher education - a comparative study analyzing differences in learning between digital games and textbook learning
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9559159/
https://www.ncbi.nlm.nih.gov/pubmed/36259080
http://dx.doi.org/10.1007/s10639-022-11335-7
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