Learning history by practicing abduction: Does doing offline practice first help with online practice?

被引:1
|
作者
Hong, Jon-Chao [1 ]
Hwang, Ming-Yueh [1 ]
Hsu, Yi-Hsin [2 ]
Tai, Kai-Hsin [3 ]
机构
[1] Natl Taiwan Normal Univ, Inst Res Excellence Learning Sci, POB 7-513, Taipei 106308, Taiwan
[2] Natl Taiwan Normal Univ, Inserv Master Program Creat Dev, Taipei 106308, Taiwan
[3] Soochow Univ, Global Program Interdisciplinary Studies, 70 Linhsi Rd, Taipei 111002, Taiwan
关键词
Abduction; Cognitive load; Cognitive style; Game performance; History learning; Remote association; COGNITIVE-STYLE; PRIOR KNOWLEDGE; POSITIVE AFFECT; MENTAL EFFORT; PERFORMANCE; GAME; ENGAGEMENT; PATTERNS; ARCHITECTURE; INSTRUCTION;
D O I
10.1016/j.tsc.2023.101235
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
To understand the effect of abduction practice, this study involved students in creating their own abductive items, which the teachers implemented in an application named Abduction-Genius for all other students to play. To understand the learning effect of abduction, this study explored the correlates between field-independent cognitive style (FI-CS), external cognitive load (ECL), the achievement of offline posing of abduction items (hereafter, posing achievement), attitude to-wards engaging in abduction (hereafter, attitude) and game performance of playing the abduction game (hereafter, game performance). The results revealed: participants' FI-CS was negatively related to their ECL but positively related to their posing achievement; their posing achievement was negatively related to their ECL; their ECL was not significantly related to attitude, but their posing achievement was positively related to attitude; and attitude was positively related to game performance.
引用
收藏
页数:12
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