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A master's thesis from Aalborg University
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Cooperative Play - The effect(s) of Cooperation in a Digital Game-Based Learning Environment

Authors

;

Term

4. term

Education

Publication year

2017

Submitted on

Pages

101

Abstract

Digital spilbaseret læring (DGBL) vinder frem som en måde at øge motivation og understøtte læringsmål. Denne afhandling undersøger to spørgsmål: 1) om en kooperativ DGBL-ramme giver mere effektive læringserfaringer end individuel DGBL, og 2) om samarbejde i DGBL er mere effektivt via et virtuelt medie end i et fælles fysisk rum. Forfatterne designede en instruktionsbaseret matematikspiloplevelse med opgaver fra 3. klasse og gennemførte et kontrolleret eksperiment med 24 elever fra Lindehøjskolen i Herlev, Danmark. I sammenligningen mellem individuel og kooperativ DGBL blev motivation, hastighed og præcision målt; i sammenligningen mellem virtuelt og fysisk samarbejde blev samarbejde, hastighed og præcision målt. Resultaterne viste ingen statistisk signifikante forskelle på tværs af de undersøgte betingelser og variabler, hvilket indikerer, at kooperativ DGBL ikke var mere effektiv end individuel DGBL i denne kontekst, og at samarbejdsprocessen var lige effektiv i virtuelt og fysisk rum. Afhandlingen rammesætter arbejdet med eksisterende teori om spil, motivation og samarbejde for at informere designet af læringsspillet; den sammenligner ikke DGBL med traditionel klasseundervisning.

Digital game-based learning (DGBL) is increasingly used to boost motivation and support learning goals. This thesis examines two questions: 1) whether a cooperative DGBL setting yields more effective learning experiences than individual DGBL, and 2) whether cooperation in DGBL is more effective via a virtual medium than in a shared physical space. The authors designed an instructional math game using third-grade content and ran a controlled experiment with 24 third-grade pupils at Lindehøjskolen in Herlev, Denmark. For the individual vs. cooperative comparison, motivation, speed, and precision were measured; for the virtual vs. physical cooperation comparison, cooperation, speed, and precision were measured. Results showed no statistically significant differences across conditions and variables, indicating that cooperative DGBL did not outperform individual DGBL in this context, and that cooperation was equally effective virtually and face-to-face. The thesis situates the study within existing theory on games, motivation, and cooperation to guide the game’s design; it does not compare DGBL to traditional classroom instruction.

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