The research focus of this paper discusses digital game-based learning as a novel learning approach and further emphasises on the empirical study of technologies motivating Chinese primary students to study and learn mathematics at home. Considering that digital game-based learning is still under development, the effects of it is still controversial. The aim of this research is to examine family users of digital game-based learning systems through online research methods. It is interesting to study this area from the family users’ perspective because of the online context. In China, the concept of education in the family environment is one full of challenges. The design of a digital game-based learning (DGBL) system needs to consider and balance both parents and young learners’ needs. In order to have a comprehensive understanding of the benefits and issues of a DGBL system in China, a qualitative study was employed with an interpretive research approach using online data collection methods. After analysing the empirical findings, the results of the study will be produced. They will help to examine whether DGBL is a favourable approach to aiding Chinese primary students to study mathematics and improve their academic performances at school. The outcomes of this study are expected to contribute to informatic research and design of future DGBL systems.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:lnu-80607 |
Date | January 2019 |
Creators | Peng, Xiaoyue |
Publisher | Linnéuniversitetet, Institutionen för informatik (IK) |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
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