Zhou, Sibo (2025) Comparative Study Of The Digital Games-Based Learning For Art Among College Science And Engineering Students In Ningxia Province,China. PhD thesis, Perpustakaan Hamzah Sendut.
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Abstract
Currently, interdisciplinary arts education is receiving increasing attention in china, as it helps develop students' creative cognition, problem-solving abilities, and adaptability to future societal changes. Digital game-based learning (dgbl) is considered an effective tool for teaching and engaging students, typically employing narrative techniques and exercises in critical and competitive thinking to captivate students and encourage active participation. However, there has been little research on the application of dgbl in arts education. Therefore, this study investigates the interest in art, art learning, and other acquired learning competencies among science and engineering college students in ningxia, china, through the use of dgbl. This research employs a mixed-methods approach, consisting of four components: (a) a survey using purposive sampling (n=407) to assess students' levels of art knowledge and digital game engagement; (b) a quasi-experimental method using quota sampling (n=40) to evaluate the feasibility and effectiveness of digital games in teaching art knowledge and enhancing interest; (c) interviews (n=20) discussing the additional learning competencies gained by science and engineering students through digital educational games in the classroom environment; and (d) neural network training to develop an art educational digital game-based learning model.
| Item Type: | Thesis (PhD) |
|---|---|
| Subjects: | N Fine Arts > NX Arts in general > NX1-820 Arts in general |
| Divisions: | Pusat Pengajian Seni (School of the Arts) > Thesis |
| Depositing User: | Mr Hasmizar Mansor |
| Date Deposited: | 08 May 2026 01:19 |
| Last Modified: | 08 May 2026 01:19 |
| URI: | http://eprints.usm.my/id/eprint/64114 |
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