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ORIGINAL ARTICLE

Using commercial video games in flipped classrooms to support physical concept construction

S.‐H. Ye

Department of Computer Science, National Chiao Tung University, , Taiwan, Republic of China

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T.‐Y. Hsiao

Department of Computer Science, National Chiao Tung University, , Taiwan, Republic of China

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C.‐T. Sun

Corresponding Author

E-mail address: ctsun@cs.nctu.edu.tw

Department of Computer Science, National Chiao Tung University, , Taiwan, Republic of China

Correspondence

Chuen‐Tsai Sun, Department of Computer Science, National Chiao Tung University, 1001 University Road, Hsinchu, 30010, Taiwan, Republic of China.

Email: ctsun@cs.nctu.edu.tw

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First published: 08 May 2018

Abstract

Based on the flipped‐classroom model and the potential motivational and instructional benefits of digital games, we describe a flipped game‐based learning (FGBL) strategy focused on preclass and overall learning outcomes. A secondary goal is to determine the effects, if any, of the classroom aspects of the FGBL strategy on learning efficiency. Our experiments involved 2 commercial games featuring physical motion concepts: Ballance (Newton's law of motion) and Angry Birds (mechanical energy conservation). We randomly assigned 87 8th‐grade students to game instruction (digital game before class and lecture‐based instruction in class), FGBL strategy (digital game before class and cooperative learning in the form of group discussion and practice in class), or lecture‐based instruction groups (no gameplay). Results indicate that the digital games exerted a positive effect on preclass learning outcomes and that FGBL‐strategy students achieved better overall learning outcomes than their lecture‐based peers. Our observation of similar overall outcomes between the cooperative learning and lecture‐based groups suggests a need to provide additional teaching materials or technical support when introducing video games to cooperative classroom learning activities.

Lay Description

What is already known about this topic:

  • Digital game benefits in terms of science learning and learning motivation.
  • Commercial game cannot be used to directly teaching course content.
  • Flipped classroom help students to actively construct preclass knowledge.
  • Students in Flipped classroom may lack motivation to view preclass lectures.

What this paper adds:

  • An out‐of‐class application of commercial games for physics education is described.
  • A modified flipped classroom instructional model are proposed.
  • Design issues for in‐class cooperative learning‐based digital games are discussed.

Implications for practice and/or policy:

  • The commercial games can be used to promote active preclass learning.
  • The FGBL strategy could improve preclass learning and overall learning outcomes.
  • The FGBL strategy is recommended for the learning of specific topics.