TY - JOUR
T1 - Does Physical Activity Enhance Learning Performance?
T2 - Learning Effectiveness of Game-based Experiential Learning for University Library Instruction
AU - Kaneko, Kosuke
AU - Saito, Yuriko
AU - Nohara, Yukari
AU - Kudo, Eriko
AU - Yamada, Masanori
N1 - Funding Information:
This research is supported by MEXT/JSPS KAKENHI No. JP15K12415 and JP16H03080, and by Foundation for the Fusion of Science and Technology (FOST).
Funding Information:
This research is supported by MEXT/JSPS KAKENHI No. JP15K12415 and JP16H03080, and by Foundation for the Fusion of Science and Technology (FOST).
Publisher Copyright:
© 2018
PY - 2018/9
Y1 - 2018/9
N2 - This paper reports research results of the proposed experiential learning using a game-based educational material. The educational material was an application running on a mobile device and was supported for learners to study university library instruction. During the experiential learning, the learners answered several quizzes provided from the educational material. The quizzes were including experiential contents such as actually to find an academic journal or to reserve a learning room. In order to evaluate learning effectiveness of the experiential learning, this research made a comparative experiment. The experimental group used the educational material and the control group used another educational material of e-learning (non-experiential) but the contents was almost same as the contents of the experiential learning. The comparative experiment took several evaluation elements such as pre-/post-test scores, delayed-test scores and learning motivation scores based on IMMS of ARCS model. The experimental results revealed that experiential learning was superior for the several elements of these metrics. This research, furthermore, analyzed learner's operation data to the educational material and learner's behavior data during the learning in the experimental group. The analyzing results showed three types of the learning behaviors and indicated that an instructor needs to adopt suitable instructional design to each type to bring superior learning effectiveness.
AB - This paper reports research results of the proposed experiential learning using a game-based educational material. The educational material was an application running on a mobile device and was supported for learners to study university library instruction. During the experiential learning, the learners answered several quizzes provided from the educational material. The quizzes were including experiential contents such as actually to find an academic journal or to reserve a learning room. In order to evaluate learning effectiveness of the experiential learning, this research made a comparative experiment. The experimental group used the educational material and the control group used another educational material of e-learning (non-experiential) but the contents was almost same as the contents of the experiential learning. The comparative experiment took several evaluation elements such as pre-/post-test scores, delayed-test scores and learning motivation scores based on IMMS of ARCS model. The experimental results revealed that experiential learning was superior for the several elements of these metrics. This research, furthermore, analyzed learner's operation data to the educational material and learner's behavior data during the learning in the experimental group. The analyzing results showed three types of the learning behaviors and indicated that an instructor needs to adopt suitable instructional design to each type to bring superior learning effectiveness.
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U2 - 10.1016/j.acalib.2018.06.002
DO - 10.1016/j.acalib.2018.06.002
M3 - Article
AN - SCOPUS:85049563287
SN - 0099-1333
VL - 44
SP - 569
EP - 581
JO - Journal of Academic Librarianship
JF - Journal of Academic Librarianship
IS - 5
ER -