Prasana Kumar Samanta’s research while affiliated with Chaoyang University of Technology and other places

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Publications (1)


Figure 1. Board game experience and development flow chart.
Source and reliability of facet items, factor analysis.
The average of learning engagement, emotional engagement and interactive engagement on learning outcomes, ANOVA.
Means of Learning engagement, Emotional Engagement, and Interactive Engagement in Board Game Ratings, ANOVA Test.
Learning by Co-Designing a Board Game to Make Chain Store Knowledge More Robust
  • Article
  • Full-text available

April 2023

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110 Reads

Kuan-Yin Lee

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Prasana Kumar Samanta

The modern student is used to visual information and needs an engaging, stimulating, and fun method of teaching to make learning enjoyable and memorable. Recently, more and more teachers are changing traditional teaching methods and incorporating the concept of learner-centered teaching into their courses. Students must actively identify gaps in self-knowledge, construct clear learning topics, and then integrate relevant information to explain or solve problems. In order to enhance students’ interest in learning and affect their learning effectiveness, the present study introduces students to problem-oriented and game-based learning methods for solving the development problems of chain board games. Students in the third year already possess basic theoretical knowledge and have achieved relevant learning achievements, such as competition awards, industry/academic experience, class cadre experience, community service, etc. Thus, 125 students from two classes participated in this study via quantitative questionnaires. Data analysis with SPSS data revealed significant differences between learning effectiveness and learning methods, social interaction, and subject engagement; students with good learning outcomes were significantly more likely to organize notes and use methods than those with poor learning outcomes.

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