Digital learner, currently most of students, who like game and spent much time with digital medium, they are not interest in school life and their attitude lacks initiative and active toward study. Majority of instance, such a maladjustment state of l...
Digital learner, currently most of students, who like game and spent much time with digital medium, they are not interest in school life and their attitude lacks initiative and active toward study. Majority of instance, such a maladjustment state of leaner has poor self-efficacy, poor sociability, and this effects scholastic achievement to be low.
These kinds of learner are difficult to expect them to communicate with fellow learner and as well as express their opinion to professor. These things can raise a maladjustment problem in school life. However, we cannot just assume this case of student problems are not just to addict to game or too much exposure to digital medium. For smooth communication to them, we need to be considering for their study experience.
But present time, debates and researches about game is limited to game addiction, violence and conform to only negative side. From start, we empathize on only negative side. Now reflecting on how we are using cartoon and video are used for learner, we need to research on educational effects.
Therefore this research wills not only cooperative way of playing complicated game can positive influence to scholastic achievements and school life. We can assume influencing learner’s Variable to self-efficacy and sociability. To reach purpose of this research, flash base game, which is reasoning adventure game called escape the room, was provide and to see difference in cooperative playing group and individual playing group.
For purpose of this research, following are research questions.
<Hypothesis 1> Cooperative minigame play will have difference in self-efficiency in learner’s self-efficacy.
[Hypothesis I-1] Cooperative minigame play will have difference in subordinate factor of confidence in learner's self-efficacy.
[Hypothesis I-2] Cooperative minigame play will have difference in subordinate benefit factor of self-regulated learning in leaner's self-efficacy.
[Hypothesis I-3] Cooperative minigame play will have difference in subordinate factor of degree of difficult task in learner’s self- efficacy.
<Hypothesis 2> cooperative minigame play will have difference in learner’s sociality.
To prove these hypotheses, we let students, who are from 1st grade S high School Gyeonggi Province special aptitude class, to play escape the room game for twenty hours during period of four weeks. They were divided into two groups: cooperative game player group and individual game player group. Result of research’s statistical data was managed by SPSS program.
First, depending on game playing method, we compare and verified the difference effects to self-efficacy and cooperative playing game group has average difference of 0.28 points higher than other group. If we look at after test result of average and standard deviation, average difference is 95% significant level, depending on game play method. (t=2.729, p<.05).
Secondly, depending on game playing method, we compare and verified the difference in subordinate factor of confidence in learner's self-efficacy and cooperative playing game group has average difference of 0.41 points higher than other group (t=2.248, p<.05), benefit of self-regulated learning in learner's self-efficacy and cooperative playing game group has average difference of 0.44 points higher than other group (t=2.477, p<.05), degree of difficult task in learner's self-efficacy and cooperative playing game group has average difference of 0.34 points higher than other group(t=2.765, p<.05).
Thirdly, depending on game playing method, we compare and verified the difference effects to sociability and cooperative playing game group has average difference of 0.47 points higher than other group. If we look at after test result of average and standard deviation, average difference is 95% significant level, depending on game play method. (t=3.495, p<.05).
As we look at above research result, we know that the influence of collaborative minigame playing has positive effects to learner's self-efficacy and improvement of social behavior in classrooms.