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Collaborative Game-Based Learning with Motion-Sensing Technology: Analyzing Students' Motivation, Attention, and Relaxation Levels

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  • Cheng-Yu Hung

    (National Chiao Tung University, Institute of Education, Hsinchu, Taiwan)

  • Yu-Ren Lin

    (Central China Normal University, School of Educational Information Technology, Wuhan, China)

  • Kai-Yi Huang

    (National Chiao Tung University, Institute of Education, Hsinchu, Taiwan)

  • Pao-Ta Yu

    (National Chung Cheng University, Department of Computer Science and Information Engineering, Chiayi, Taiwan)

  • Jerry Chih-Yuan Sun

    (National Chiao Tung University, Institute of Education, Hsinchu, Taiwan)

Abstract

The purpose of this study was to compare the influence of a single-player game with that of a collaborative game on students' motivation, attention levels, and relaxation levels in a motion-sensing learning environment. Participants were 20 college students in a higher education institution in southern Taiwan. A Kinect-based game with motion-sensing technology was incorporated to help the students enhance their attention levels and reduce their anxiety. Results showed that when the students worked collaboratively, they achieved higher learning motivation. In addition, brainwave data revealed that during the gaming activities, the students' attention levels in both conditions increased. It is suggested that instructors can incorporate collaborative learning environments with a Kinect motion-sensing platform to enhance students' learning motivation.

Suggested Citation

  • Cheng-Yu Hung & Yu-Ren Lin & Kai-Yi Huang & Pao-Ta Yu & Jerry Chih-Yuan Sun, 2017. "Collaborative Game-Based Learning with Motion-Sensing Technology: Analyzing Students' Motivation, Attention, and Relaxation Levels," International Journal of Online Pedagogy and Course Design (IJOPCD), IGI Global, vol. 7(4), pages 53-64, October.
  • Handle: RePEc:igg:jopcd0:v:7:y:2017:i:4:p:53-64
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    Cited by:

    1. Yuqi Liu & Yao Song & Ryoichi Tamura, 2020. "Hedonic and Utilitarian Motivations of Home Motion-Sensing Game Play Behavior in China: An Empirical Study," IJERPH, MDPI, vol. 17(23), pages 1-24, November.

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