This paper reports research results of the proposed experiential learning using a game-based educational material. The educational material was an application running on a mobile device and was supported for learners to study university library instruction. During the experiential learning, the learners answered several quizzes provided from the educational material. The quizzes were including experiential contents such as actually to find an academic journal or to reserve a learning room. In order to evaluate learning effectiveness of the experiential learning, this research made a comparative experiment. The experimental group used the educational material and the control group used another educational material of e-learning (non-experiential) but the contents was almost same as the contents of the experiential learning. The comparative experiment took several evaluation elements such as pre-/post-test scores, delayed-test scores and learning motivation scores based on IMMS of ARCS model. The experimental results revealed that experiential learning was superior for the several elements of these metrics. This research, furthermore, analyzed learner's operation data to the educational material and learner's behavior data during the learning in the experimental group. The analyzing results showed three types of the learning behaviors and indicated that an instructor needs to adopt suitable instructional design to each type to bring superior learning effectiveness.
All Science Journal Classification (ASJC) codes
- Library and Information Sciences