Examining Critical Thinking Skills in Game-Based Learning: A Behavioral Analysis Approach

Tsung Yen Chuang, Yu Hsuan Lu, Szu Kai Tsai, Wei Fan Chen

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

As education and technology rapid progress, it is essential to understand the abilities students need to cope with such changes. Critical thinking has become a key word in educational theory and practice over the past few decades. This study explores the manifestation of learners' critical thinking abilities in digital games and analyzes their learning processes through patterns of gameplay behavior. Numerous studies have demonstrated that digital game-based learning can effectively enhance students' higher-order thinking, and the integration of new technologies further improves the relevance of learning. However, research on the process of critical thinking learning behavior is limited. Studies indicate that while quantitative data may be effective for specific and straightforward tasks, evaluating critical thinking requires observing the learning process itself to gain a deeper understanding of learners' abilities. Exploring the learning process can also help identify differentiated learning among learners. This study developed a virtual reality game integrating the five skills of critical thinking: 'identification and assumption,' 'induction,' 'deduction,' 'explanation,' and 'evaluation,' with environmental issues as the theme, enabling learners to understand the interrelationships between humans and the environment. The participants are expected to be upper-grade elementary school students. Data collection will involve logging and screen recording, followed by qualitative interviews. To gain a detailed understanding of learners' gaming behavior, specific game behaviors will be defined, and a behavior coding sheet will be created. The expected results of the experiment can provide valuable insights into the integration of digital game-based learning and critical thinking instruction. By gaining a deep understanding of learners' behaviors and thought patterns in games, it is hoped that future teaching content can be designed more effectively to enhance students' critical thinking abilities and learning outcomes.

Original languageEnglish (US)
Title of host publicationProceedings - 2024 16th IIAI International Congress on Advanced Applied Informatics, IIAI-AAI 2024
PublisherInstitute of Electrical and Electronics Engineers Inc.
Pages148-151
Number of pages4
ISBN (Electronic)9798350377903
DOIs
StatePublished - 2024
Event16th IIAI International Congress on Advanced Applied Informatics, IIAI-AAI 2024 - Takamatsu, Japan
Duration: Jul 6 2024Jul 12 2024

Publication series

NameProceedings - 2024 16th IIAI International Congress on Advanced Applied Informatics, IIAI-AAI 2024

Conference

Conference16th IIAI International Congress on Advanced Applied Informatics, IIAI-AAI 2024
Country/TerritoryJapan
CityTakamatsu
Period7/6/247/12/24

All Science Journal Classification (ASJC) codes

  • Artificial Intelligence
  • Computer Vision and Pattern Recognition
  • Computer Networks and Communications
  • Information Systems
  • Information Systems and Management

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