Influence of a Two-Tier Test and Self-Efficacy on Students’ Problem-Solving Tendencies, Knowledge Gains, Cognitive Load, and Behaviors in a Game-Based Learning Context

Prior research has emphasized that two-tier tests are an effective approach to guiding students through game tasks; furthermore, self-efficacy, which is potentially related to students’ surroundings and academic performance, has a positive impact on students’ cognitive outcomes in games. This implies the significance of conducting a study to probe the influence of a two-tier test and self-efficacy on students’ knowledge gains, perceptions, and skills in a game-based learning context. In this study, a two-tier test-assisted game-based learning approach and an interactive guidance-assisted game-based learning approach were designed to support students’ science learning. Furthermore, an experiment was conducted on a natural science course to investigate the influences of the two-tier test and students’ self-efficacy on their science learning. The experimental results displayed that both the two-tier test-assisted learning approach and high self-efficacy can effectively enhance the problem-solving tendencies of the students with lower initial tendencies in the game-based learning activities. The students with high self-efficacy perceived a higher germane cognitive load than those with low self-efficacy. However, neither learning approaches nor self-efficacy had a significant effect on students’ knowledge gains. Moreover, the differences between the learning patterns of students with different learning approaches and self-efficacy were revealed.

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Institutions

Publication Details

Journal
Journal of Educational Computing Research
Published
2025-05-22
DOI
https://doi.org/10.1177/07356331251345601
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
3.44

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article

Influence of a Two-Tier Test and Self-Efficacy on Students’ Problem-Solving Tendencies, Knowledge Gains, Cognitive Load, and Behaviors in a Game-Based Learning Context

Chieh-Ju Tsao, Chih‐Wei Chang, Chih‐Hung Chen
1 citations
Journal of Educational Computing Research
Educational Games and Gamification
3.44
article

Influence of a Two-Tier Test and Self-Efficacy on Students’ Problem-Solving Tendencies, Knowledge Gains, Cognitive Load, and Behaviors in a Game-Based Learning Context

Chieh-Ju Tsao, Chih‐Wei Chang, Chih‐Hung Chen
article en
1 citations

Abstract

Prior research has emphasized that two-tier tests are an effective approach to guiding students through game tasks; furthermore, self-efficacy, which is potentially related to students’ surroundings and academic performance, has a positive impact on students’ cognitive outcomes in games. This implies the significance of conducting a study to probe the influence of a two-tier test and self-efficacy on students’ knowledge gains, perceptions, and skills in a game-based learning context. In this study, a two-tier test-assisted game-based learning approach and an interactive guidance-assisted game-based learning approach were designed to support students’ science learning. Furthermore, an experiment was conducted on a natural science course to investigate the influences of the two-tier test and students’ self-efficacy on their science learning. The experimental results displayed that both the two-tier test-assisted learning approach and high self-efficacy can effectively enhance the problem-solving tendencies of the students with lower initial tendencies in the game-based learning activities. The students with high self-efficacy perceived a higher germane cognitive load than those with low self-efficacy. However, neither learning approaches nor self-efficacy had a significant effect on students’ knowledge gains. Moreover, the differences between the learning patterns of students with different learning approaches and self-efficacy were revealed.

Journal of Educational Computing ResearchVol. 63(6)
National Taichung University of Education (TW)
National Science and Technology Council
Openalex Percentile: Top 10%
Educational Games and Gamification
3.44
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