A Study on Flow Experience and Learning Effectiveness of RFID Educational Board Game System

Authors

  • Hsuan-Yu Lin Author
  • Chih-Ming Chu Author

DOI:

https://doi.org/10.58459/icce.2019.88

Abstract

This study used the Arduino Mega board to develop related peripheral modules such as RFID cards, combined with SD card to record the data, analyze the data and feedback, and used this board game system to teach the computer hardware and software. This study's course took the “Information Literacy and Application” which is the compulsory general education in a university in northern Taiwan. The study participated in the experiment for a total of 40 people in the first year of the university department of foreign language, and divided into the experimental group of 23 people, control group 17 people, the experimental group used the ”Hello, Computer !” learning board game which is self-development and design, and the control group used the discussion method to teach, implement the learning outcome test and flow questionnaire after class. The results show that if used this study's learning board game, the experimental groups' learning outcomes were improved clearly, and in their opinion that this board game had a significant effect on learning, furthermore, when experimental group was engaged in the learning board game of this study, all had high level of flow.

Downloads

Download data is not yet available.

Downloads

Published

2019-12-02

How to Cite

A Study on Flow Experience and Learning Effectiveness of RFID Educational Board Game System. (2019). International Conference on Computers in Education. https://doi.org/10.58459/icce.2019.88