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    Please use this identifier to cite or link to this item: https://ir.lib.ncu.edu.tw/handle/987654321/108041


    Title: Game-based remedial instruction in mastery learning for upper-primary school students
    Authors: 劉旨峯;Lin, Chun-Hung;Liu, Eric Zhi-Feng;Chen, Yu-Liang;Liou, Pey-Yan;Chang, Maiga;Wu, Cheng-Hong;Yuan, Shyan-Ming
    Contributors: 文學院學習與教學研究所
    Keywords: After School Programs;Comparative Analysis;Computer & video games;Computer Games;Control Groups;Educational Games;Educational technology;Effectiveness studies;Elementary School Students;Experimental Groups;Foreign Countries;Full Length Articles;Geometric Concepts;Instructional Effectiveness;Instructional materials;Learning;Learning Motivation;Mastery Learning;Materials selection;Mathematics;Mathematics education;Mathematics Skills;Methods;Monopoly;Multiple choice;Posttests;Pretests;Remedial education;Remedial Instruction;Remedial teaching;Students;Study and teaching;Taiwan;Video Technology
    Date: 2013-04-30
    Issue Date: 2026-04-23 14:33:10 (UTC+8)
    Publisher: National Taiwan Normal University;Palmerston North: International Forum of Educational Technology & Society
    Abstract: 摘要: The study examines the effectiveness of using computer games for after-school remedial mastery learning. We incorporated instructional materials related to "area of a circle" into the popular Monopoly game to enhance the performance of sixth-grade students learning mathematics. The program requires that students enter the answers to avoid the shortcomings of multiple-choice questions. Throughout the game, whenever students are unable to answer questions correctly they receive immediate remedial instruction specifically for that question. This study sought to compare the effectiveness of game-based and video-based remedial instruction incorporated with elements of mastery learning. The results demonstrate that (a) both instructional videos and the proposed Monopoly game enhance the learning of mathematical concepts; and (b) the Monopoly game is more effective than instructional videos at leveraging the benefits of mastery learning. The goal of the research was to integrate games and mastery learning into after-school remedial instruction and design a game to practice the steps of mastery learning.
    出版者: Palmerston North: International Forum of Educational Technology & Society
    出版日期: 2013-04-01
    出處: Educational Technology & Society, 2013-04, Vol.16 (2), p.271-281
    資源來源: Chinese Electronic Periodical Services (CEPS)_2025
    版權: Copyright 2013 by International Forum of Educational Technology & Society (IFETS)
    版權: COPYRIGHT 2013 International Forum of Educational Technology & Society
    版權: 2013. Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the associated terms available at https://www.j-ets.net/ETS/guide.html
    識別號: ISSN: 1176-3647
    識別號: ISSN: 1436-4522
    識別號: EISSN: 1436-4522
    識別號: DOI: 10.30191/ETS.201304_16(2).0022
    Appears in Collections:[Graduate Institute of Learning and Instruction] journal & Dissertation

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