Designing an online game-based learning framework with three-stage scaffolding interactive mechanism for communication skills training

The study combined the interactive mechanism of contextual conversation videos with a three-stage scaffolding strategy to develop an innovative game framework for distance communication training to promote the level of simulation and learning engagement in the training of communication and expression skills using Gather Town virtual space for higher education. It also investigates learners’ effectiveness, flow, anxiety, and acceptance. There was a total of 63 learners aged 20 years and above who participated in this study and were randomly assigned to an experimental group (a game with a situational video mechanism) and a control group (a game with a general case text). This study found that the experimental group had significantly higher flow and acceptance of the game than the control group, and the experimental group had significantly lower anxiety, which suggests that the scaffolding mechanism has a more significant effect on facilitating learners’ engagement and experience with the game.

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Publication Details

Journal
Education and Information Technologies
Published
2026-02-09
DOI
https://doi.org/10.1007/s10639-026-13893-6
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

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article

Designing an online game-based learning framework with three-stage scaffolding interactive mechanism for communication skills training

Yen-ting Ho, Chih-Chung Chien, Huei-Tse Hou
Education and Information Technologies
Educational Games and Gamification
article

Designing an online game-based learning framework with three-stage scaffolding interactive mechanism for communication skills training

Yen-ting Ho, Chih-Chung Chien, Huei-Tse Hou
article en

Abstract

The study combined the interactive mechanism of contextual conversation videos with a three-stage scaffolding strategy to develop an innovative game framework for distance communication training to promote the level of simulation and learning engagement in the training of communication and expression skills using Gather Town virtual space for higher education. It also investigates learners’ effectiveness, flow, anxiety, and acceptance. There was a total of 63 learners aged 20 years and above who participated in this study and were randomly assigned to an experimental group (a game with a situational video mechanism) and a control group (a game with a general case text). This study found that the experimental group had significantly higher flow and acceptance of the game than the control group, and the experimental group had significantly lower anxiety, which suggests that the scaffolding mechanism has a more significant effect on facilitating learners’ engagement and experience with the game.

Education and Information Technologies
National Taiwan University of Science and Technology (TW)
Ministry of Education, India, National Taiwan University, National Taiwan University of Science and Technology, National Science and Technology Council, U.S. Air Force, Air Force Office of Scientific Research
Quality Education
Openalex Percentile: Top 63%
Educational Games and Gamification
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