Digital game-based learning: Effects on primary school students’ perceptions of failures

Ruofei ZHANG, Kwok Shing CHENG, Di ZOU

Research output: Contribution to conferencePapers

Abstract

Failure is an unavoidable part of learning and a golden chance for further development, while most students perceive failures in learning negatively. Digital game-based learning may improve their perceptions of failures and facilitate their learning from failures by lowering the consequences of failures, reducing the threat to learner ego, and developing learner competence in dealing with failures. However, despite its great potential, this direction was hardly investigated in previous studies. To fill in the gap, this study aims to investigate primary school students' perceptions of failures in digital game-based learning, analysing the effects of the innovative learning approach on learners' affective states and providing implications for future researchers and practitioners. A five-week experimental study is designed, and data will be collected through pre- and post-questionnaires and semi-structured focus group interviews. This study may contribute to an enhanced understanding of young children's educational psychology and game-based learning. Copyright © 2022 GCCCE.
Original languageEnglish
Publication statusPublished - May 2022
EventThe 26th Global Chinese Conference on Computers in Education (GCCCE 2022): "Transitioning to the “New Normal” of e-Learning" - National Tsing Hua University, Hsinchu City, Taiwan, Province of China
Duration: 28 May 202201 Jun 2022
https://gccce2022.ilst.nthu.edu.tw/

Conference

ConferenceThe 26th Global Chinese Conference on Computers in Education (GCCCE 2022): "Transitioning to the “New Normal” of e-Learning"
Abbreviated titleGCCCE 2022
Country/TerritoryTaiwan, Province of China
CityHsinchu City
Period28/05/2201/06/22
Internet address

Citation

Zhang, R., Cheng, G., & Zou, D. (2022, May). Digital game-based learning: Effects on primary school students’ perceptions of failures. Paper presented at The 26th Global Chinese Conference on Computers in Education (GCCCE 2022), National Tsing Hua University, Taiwan.

Keywords

  • Educational game
  • Educational psychology
  • Failure in learning
  • Game-based learning
  • Technology-enhanced learn

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