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題名 Gamification educational technology to detect patterns of conceptual change: a gameplay ABC model
作者 邱美秀
Chiu, Mei-Shiu
貢獻者 教育系
關鍵詞 Affect; conceptual change; educational technology; game-based learning
日期 2026-01
上傳時間 12-Mar-2026 15:07:38 (UTC+8)
摘要 This study aims to identify patterns of student conceptual change from the process data of playing a serious game application (the APP). The APP is a virtual classroom of mathematics focused on affect/gamification/constructivism or based on a gameplay affect/behavior/cognition (ABC) model. Data were collected from 61 students in four mathematics classrooms, who conducted 107 trials of playing the APP. In addition to the process data collected by the APP, all the teachings in the real classrooms were recorded fully on video, and students’ responses to post-teaching questionnaires were collected. A mixed method methodology incorporating qualitative and quantitative analyses was utilized to examine the data. The analysis finds four patterns of conceptual change (gameplay learner types): limited change (fast doers), vague change (striving thinkers), positive change (thriving sense-makers), and perfect change (calm watchers). The four patterns of gameplay add novel information to the gameplay ABC model, which suggests efficient serious game design. Gamification educational technology with expert-based ABC design can promote or detect learners’ patterns of conceptual change and misconceptions, a likely cost– and time-saving measure for customized instruction to support teacher real classroom teaching.
關聯 Interactive Learning Environments, pp.1-19
資料類型 article
DOI https://doi.org/10.1080/10494820.2025.2611122
dc.contributor 教育系
dc.creator (作者) 邱美秀
dc.creator (作者) Chiu, Mei-Shiu
dc.date (日期) 2026-01
dc.date.accessioned 12-Mar-2026 15:07:38 (UTC+8)-
dc.date.available 12-Mar-2026 15:07:38 (UTC+8)-
dc.date.issued (上傳時間) 12-Mar-2026 15:07:38 (UTC+8)-
dc.identifier.uri (URI) https://nccur.lib.nccu.edu.tw/handle/140.119/162035-
dc.description.abstract (摘要) This study aims to identify patterns of student conceptual change from the process data of playing a serious game application (the APP). The APP is a virtual classroom of mathematics focused on affect/gamification/constructivism or based on a gameplay affect/behavior/cognition (ABC) model. Data were collected from 61 students in four mathematics classrooms, who conducted 107 trials of playing the APP. In addition to the process data collected by the APP, all the teachings in the real classrooms were recorded fully on video, and students’ responses to post-teaching questionnaires were collected. A mixed method methodology incorporating qualitative and quantitative analyses was utilized to examine the data. The analysis finds four patterns of conceptual change (gameplay learner types): limited change (fast doers), vague change (striving thinkers), positive change (thriving sense-makers), and perfect change (calm watchers). The four patterns of gameplay add novel information to the gameplay ABC model, which suggests efficient serious game design. Gamification educational technology with expert-based ABC design can promote or detect learners’ patterns of conceptual change and misconceptions, a likely cost– and time-saving measure for customized instruction to support teacher real classroom teaching.
dc.format.extent 109 bytes-
dc.format.mimetype text/html-
dc.relation (關聯) Interactive Learning Environments, pp.1-19
dc.subject (關鍵詞) Affect; conceptual change; educational technology; game-based learning
dc.title (題名) Gamification educational technology to detect patterns of conceptual change: a gameplay ABC model
dc.type (資料類型) article
dc.identifier.doi (DOI) 10.1080/10494820.2025.2611122
dc.doi.uri (DOI) https://doi.org/10.1080/10494820.2025.2611122