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Using Self-competition to Enhance Students’ Learning

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Part of the Lecture Notes in Computer Science book series (LNISA,volume 6872)

Abstract

Although a set of competitive learning models have been proposed to benefit students’ learning, they are limited in some aspects. Thus, there is a need to investigate other models. In this paper, we propose a self-competition model, in which students use avatars to represent their learning status. In addition, the current statuses of their avatars are further compared with the past statuses of their avatars. Through the self-competition model, students might be benefited.

Keywords

  • Game-based learning
  • competition
  • avatars

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References

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© 2011 Springer-Verlag Berlin Heidelberg

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Chen, ZH., Chien, TC., Chan, TW. (2011). Using Self-competition to Enhance Students’ Learning. In: Chang, M., Hwang, WY., Chen, MP., Müller, W. (eds) Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications. Edutainment 2011. Lecture Notes in Computer Science, vol 6872. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-23456-9_41

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  • DOI: https://doi.org/10.1007/978-3-642-23456-9_41

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-23455-2

  • Online ISBN: 978-3-642-23456-9

  • eBook Packages: Computer ScienceComputer Science (R0)