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Dive into the research topics where Victor Law is active.

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Featured researches published by Victor Law.


Computers in Human Behavior | 2016

Scaffolding individual and collaborative game-based learning in learning performance and intrinsic motivation

Ching-Huei Chen; Victor Law

Although the proponents of game-based learning argue that educational games engage students and afford better learning outcomes, the impact of educational games on motivation and learning performance is still unclear. Research suggested that the addition of scaffolds in computer-supported environments may improve students learning. Therefore, this study examined the effects of scaffolding on secondary students individual and collaborative game-based learning. A total of 254 secondary school students from eight different classes participated in the study and they were randomly assigned to four conditions: (a) individual-control (IC), (b) individual-scaffold (IS), (c) collaborative-control (CC), and (d) collaborative-scaffold (CS). The results of the structural equation modeling revealed that scaffolding had an impact on students motivation and learning performance. In addition, hard scaffolding moderated the relationship between soft scaffolding and students learning performance. The results provided empirical supports for the use of collaborative game-based learning environments. However, in order to maximize the effects of collaborative game-based learning, hard scaffolds should also be introduced to guide students learning experience. This study offers directions in designing scaffolding in game-based learning environments. Hard scaffolds and soft scaffolds enhance learning performance.Hard scaffolds and soft scaffolds hinder students motivation.The relationships between soft scaffolds and motivation change from negative to positive when hard scaffolds were provided.The effect of soft scaffolds on learning performance was strengthened when hard scaffolds were presented.


Journal of Educational Computing Research | 2011

Dynamic Modeling as a Cognitive Regulation Scaffold for Developing Complex Problem-Solving Skills in an Educational Massively Multiplayer Online Game Environment.

Deniz Eseryel; Xun Ge; Dirk Ifenthaler; Victor Law

Following a design-based research framework, this article reports two empirical studies with an educational MMOG, called McLarins Adventures, on facilitating 9th-grade students complex problem-solving skill acquisition in interdisciplinary STEM education. The article discusses the nature of complex and ill-structured problem solving and, accordingly, how the game-based learning environment can facilitate complex problem-solving skill acquisition. The findings of the first study point to the importance of supporting cognitive regulation of students for successful complex problem-solving skill acquisition in digital game-based learning. The findings of the follow-up study show that when scaffolded by dynamic modeling, students made significant improvement in their complex problem-solving outcomes. Implications drawn from the findings of these two studies are discussed related to: (1) educational game design strategies to effectively facilitate complex problem-solving skill development; and (2) stealth or embedded assessment of progress in complex problem solving during digital game-based learning.


Archive | 2012

Interactivity3 Design and Assessment Framework for Educational Games to Promote Motivation and Complex Problem-Solving Skills

Deniz Eseryel; Yu Guo; Victor Law

Complex problem solving and motivation are often argued as the most important benefits of massively multiplayer role-playing online games. However, little empirical research exists to support these assertions. Current research and educational game design theory are insufficient to explain the relationship between complex problem solving, motivation, and games; nor do they support the design of educational games intended to promote motivation and complex problem-solving skills. For the past few years, we have been engaged with design-based research (DBR) to address this gap in the literature. In this chapter, we present the findings of this study in a framework for designing and assessing educational MMORPGs for facilitating learners’ motivation and complex problem-solving skill acquisition. This game design and assessment framework bridges three levels of interactivity that were identified in a series of DBR studies as being crucial for effective educational game design: (1) interface interactivity, (2) narrative interactivity, and (3) social interactivity. In this chapter, we present Interactivity3 design and assessment framework and discuss the findings of a study that shows the validity of this framework for designing and assessing educational MMORPGs.


Computers in Human Behavior | 2018

The effect of sustained vs. faded scaffolding on students' argumentation in ill-structured problem solving

Andrew A. Tawfik; Victor Law; Xun Ge; Wanli Xing; Kyung Kim

Abstract Research suggests that scaffolding is an important element when gaining problem-solving skills. However, very little research has investigated the role of fading and explored its implications in the context of deep learning. To address this gap, we investigated the effects of fading question prompts on argumentation as learners were given two fading schedules, (1) sustained scaffold schedule, and (2) faded scaffold schedule. We employed three different measurements of argumentation quality to triangulate the results. When using the rubric assessment method, we found no significant differences between the two conditions in argumentation quality. However, when using learning analytics to examine the conceptual linkages of students knowledge structure, we found that students in the sustained scaffolding condition performed significantly better than the students in the faded condition. The results indicated that (a) scaffolds should not be faded before students have acquired the necessary problem-solving processes and (b) that novices might need a fuller set of scaffolds for a longer period to support their problem-solving performance. Implications for theory and methods are discussed.


Computers in Education | 2016

Promoting science learning in game-based learning with question prompts and feedback

Victor Law; Ching-Huei Chen

The purpose of this study was to examine the effects of the types of question prompts (Knowledge vs. Application Prompts) and feedback types (Knowledge of Correct Response (KCR) vs. Elaborated Response (ER) on science learning outcomes in a game-based learning environment. One hundred and five students from a secondary school in Taiwan were randomly assigned into four conditions: Knowledge-KCR, Knowledge-ER, Application-KCR, and Application-ER in a game-based learning environment to learn the concepts of force and motion. The results suggested that students with the knowledge prompts outperformed students with application prompts. In addition, we found that the types of question prompts and the types of feedback had an interaction effect on students learning. Specifically, students with ER feedback performed better than those with KCR feedback when knowledge prompts were given; however, students with KCR feedback performed better than those with ER feedback when application prompts were given. Knowledge prompts better promote learning performance than application prompts.Knowledge prompts with ER feedback better than knowledge prompts with KCR feedback.Application prompts with KCR feedback better enhance learning performance.


Interactive Learning Environments | 2018

The Effects of Peer Competition-Based Science Learning Game on Secondary Students' Performance, Achievement Goals, and Perceived Ability.

Ching-Huei Chen; Victor Law; Wei-Yu Chen

ABSTRACT The purpose of this study is to examine the effects of different modes of competition on science learning in a game-based learning (GBL) environment. Some key motivational constructs such as learning goals, performance goals, and perceived ability were also investigated. One hundred ninety-five students from a secondary school in Taiwan were randomly assigned to three conditions (anonymous competition, non-anonymous competition, and a control group) in a GBL environment to learn the concepts of force and balance. The results suggested that students in both the anonymous competition and non-anonymous competition groups outperformed students in the control groups. Additionally, we found that the students in the anonymous competition group reported higher learning goals and higher perceived ability than the control group did, whereas students in the non-anonymous competition group reported higher performance goals than the control group did. This study extends findings from previous research on the influences of GBL on learning and motivation.


British Journal of Educational Technology | 2017

Self‐regulation as a function of perceived leadership and cohesion in small group online collaborative learning

Kui Xie; Lauren C. Hensley; Victor Law; Zhiru Sun

The present study examined the relationships between perceived leadership, group cohesion, online engagement, self‐regulation and learning outcomes. Data included surveys and online discussion logs from 171 students in an undergraduate online course. Through correlation analysis and structural equation modeling, the results revealed unique contributions of task and relationship leadership in small group collaborative learning. Each form of leadership may translate into greater use of self‐regulation strategies that align with students focus on either the instrumental or interpersonal resources related to academics but may bring about a corresponding lower utilization of other types of self‐regulation strategies. Further, results indicate that students perceptions of group cohesion provided the most robust and multifaceted positive associations with learning engagement. [ABSTRACT FROM AUTHOR]


Advances in Developing Human Resources | 2013

Leading Individual Development and Organizational Change Around Learning, Meaning, and Nurturing Environment

Patricia Boverie; Robert Grassberger; Victor Law

The Problem Today’s organizations compete for top talent in a global marketplace. Employees seek work that is interesting and meaningful, where they can be engaged and continuously learning. While much is written about employee engagement, leaders need a model for structuring workplaces where employees can be passionate about their work and where there are opportunities for employees to learn and grow. The Solution This article contends that the time is right for developing workplaces that are humane, positive, and challenging. Drawing on the Organizational Intimacy (OI) framework and incorporating ideas from positive psychology, leaders can create positive environments by promoting a nurturing workplace, encouraging meaningful work, and fostering environments where employees love their work. The Stakeholders The primary stakeholders for this article are senior leaders and Human Resource and Organizational Development practitioners seeking to build humane and positive workplaces. In addition, HRD scholars studying frameworks that incorporate ideas from positive psychology will also find this article of interest.


American Journal of Distance Education | 2018

Learners’ engagement online in peer help

Kun Huang; Victor Law

ABSTRACT Much is known about help seeking in face-to-face classrooms, but there is a limited understanding about how learners seek and provide help online. This study implemented a peer-help forum in an online technology course, and investigated students’ engagement in the forum, their perceptions, and the relationship between peer help and course performance. The findings suggested that students actively engaged in the peer help beyond the course requirements. Emerging themes are presented regarding the students’ online help-seeking and help-giving behaviors and their perceptions. In addition, help seeking was not significantly related to performance, but a significant interaction effect suggested that help seeking benefited the performance of a subgroup of the students – those who provided less help.


Technology, Knowledge, and Learning | 2016

The Development of a Self-regulation in a Collaborative Context Scale

Victor Law; Xun Ge; Deniz Eseryel

Self-regulation has been shown as a critical factor in learning in a regular classroom environment (e.g. Wolters and Pintrich in Instr Sci 26(1):27–47, 1998. doi:10.1023/A:1003035929216). However, little research has been conducted to understand self-regulation in the context of collaboration (Dinsmore et al. in Educ Psychol Rev 20(4):391–409, 2008. doi:10.1007/s10648-008-9083-6). Recently, researchers have been exploring how learners regulate themselves in collaborative problem-solving environments using qualitative methods (e.g. Chan in Metacogn Learn 7(1):63–73, 2012. doi:10.1007/s11409-012-9086-z; Lajoie and Lu in Metacogn Learn, 2011. doi:10.1007/s11409-011-9077-5). However, there is a lack of instruments to measure self-regulation in a collaborative context (SRCC). Therefore, the current study was intended to propose a new instrument to measure SRCC. One hundred and thirty-one college students from a Midwestern university completed a survey for SRCC after participating in a collaborative problem-solving task. The exploratory factor analysis yielded four factors: clarification and resolution, elaboration, refuting, and summarization. Three of the four factors were moderately correlated. The results contribute to our understanding of self-regulation in a collaborative context, which allows researchers to study this phenomenon quantitatively.

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Xun Ge

University of Oklahoma

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Kun Huang

Mississippi State University

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Ching-Huei Chen

National Changhua University of Education

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Vanessa Svihla

University of New Mexico

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Kui Xie

Ohio State University

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