Buchner Josef, Rüter Martina, Kerres Michael
Learning Lab, University of Duisburg-Essen, Universitätstraße 2, 45141 Essen, Germany.
Bochum University of Applied Sciences, Am Hochschulcampus 1, 44801 Bochum, Germany.
Res Pract Technol Enhanc Learn. 2022;17(1):10. doi: 10.1186/s41039-022-00187-x. Epub 2022 Mar 15.
In this study, we investigated whether playing an escape room game after explicit instruction (instruction-first group, = 20) is more effective to learn about copyright and media law than playing the game before explicit instruction (problem-solving-first group, = 21). This is an important question as escape room games are complex, problem-based learning environments that can overwhelm learners and thus hinder the acquisition of knowledge and skills. According to cognitive load theory, preparing learners with explicit instruction before problem-solving activities can overcome this problem leading to better learning. However, in the productive failure paradigm problem-solving before explicit instruction is seen as more effective, especially when it comes to the application of newly acquired knowledge to solve novel problems. Based on these two theories, we conducted an experiment and found that playing the developed digital escape room game after explicit instruction was more effective for knowledge retention and domain-specific self-efficacy with at the same time lower cognitive load. However, we found no differences regarding the application of knowledge as both groups scored equally high on transfer tasks. The result is discussed considering previous productive failure studies mostly conducted in the science and engineering domain. In sum, the instruction first approach proved to be effective for both knowledge acquisition and knowledge application, leading to higher domain-specific self-efficacy and lower cognitive load. Therefore, we conclude that the implementation of escape room games after instruction is an effective instructional approach and better suited to promote learning than playing escape room games before instruction.
The online version contains supplementary material available at 10.1186/s41039-022-00187-x.
在本研究中,我们调查了在明确指导后玩密室逃脱游戏(指导优先组,n = 20)是否比在明确指导前玩游戏(先解决问题组,n = 21)在学习版权和媒体法方面更有效。这是一个重要的问题,因为密室逃脱游戏是复杂的、基于问题的学习环境,可能会使学习者应接不暇,从而阻碍知识和技能的获取。根据认知负荷理论,在解决问题活动前用明确指导让学习者做好准备可以克服这个问题,从而带来更好的学习效果。然而,在生成性失败范式中,在明确指导前解决问题被认为更有效,尤其是在将新获得的知识应用于解决新问题方面。基于这两种理论,我们进行了一项实验,发现明确指导后玩开发的数字密室逃脱游戏在知识保留和特定领域自我效能方面更有效,同时认知负荷更低。然而,我们发现两组在知识应用方面没有差异,因为两组在迁移任务上得分同样高。结合之前大多在科学和工程领域进行的生成性失败研究对结果进行了讨论。总之,指导优先的方法在知识获取和知识应用方面都被证明是有效的,带来了更高的特定领域自我效能和更低的认知负荷。因此,我们得出结论,在指导后实施密室逃脱游戏是一种有效的教学方法,比在指导前玩密室逃脱游戏更适合促进学习。
在线版本包含可在10.1186/s41039-022-00187-x获取的补充材料。