A Comparison between Drill-Based and Game-Based Typing Software | SpringerLink
Skip to main content

A Comparison between Drill-Based and Game-Based Typing Software

  • Chapter
Transactions on Edutainment III

Part of the book series: Lecture Notes in Computer Science ((TEDUTAIN,volume 5940))

  • 1453 Accesses

Abstract

Typing skill is a very important skill for students now, and it’s a critical issue about how to train and improve students’ typing skill. In the past, it was a common strategy to design software for students to practice their typing skill. Because of the differences in the design approaches, different types of typing software, drill-based and game-based software show up. This study compared the learning genres and the effect on typing speed. Experimental design was used to verify the statistical hypothesis in this study. The experimental group used game-based typing software, and the control group used drill-based typing software. The results of pre-test and post-test were compared to evaluate the effect of different types of typing software. The result showed that both game-based and drill-based typing software could improve students’ English typing speed. Besides, different types of typing software had different advantages and disadvantages. Finally, some suggestions were proposed for typing software design.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
¥17,985 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
JPY 3498
Price includes VAT (Japan)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
JPY 5719
Price includes VAT (Japan)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
JPY 7149
Price includes VAT (Japan)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

Similar content being viewed by others

References

  1. Prensky, M.: Digital Game-Based Learning. McGraw-Hill, New York (2001)

    Google Scholar 

  2. Gee, J.P.: What Video Games Have to Teach Us About Learning and Literacy? ACM Computers in Entertainment 1(1), 1–4 (2003)

    Article  Google Scholar 

  3. Gee, J.P.: Game-Like Learning: An Example of Situated Learning and Implications for Opportunity to Learn (2005), http://www.academiccolab.org/resources/documents/Game-LikeLearning.rev.pdf

  4. Becker, K.: How Are Games Educational? Learning Theories Embodied in Games. In: DiGRA 2005 Conference, Burnaby, Canada (2005)

    Google Scholar 

  5. Kattenbelt, C., Raessens, J.: Computer Games and the Complexity of Experience. In: DiGRA 2003 Level Up Conference, Utrecht, Netherlands (2003)

    Google Scholar 

  6. Hsiao, H.C.: A Brief Review of Digital Games and Learning. In: The First IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning, Jhongli, Taiwan (2007)

    Google Scholar 

  7. Prensky, M.: Digital Game-based Learning. Computer in Entertainment 1(1), 21–21 (2003)

    Article  Google Scholar 

  8. Asgari, M., Kaufman, D.: Relationships Among Computer Games, Fantasy, and Learning. In: The 2nd International Conference on Imagination and Education (2004)

    Google Scholar 

  9. Liu, E.Z.F., Lin, C.H.: Developing Evaluative Indicators for Educational Computer Games. British Journal of Educational Technology 40(1), 174–178 (2009)

    Article  Google Scholar 

  10. Malone, T.: What Makes Things Fun to Learn? A Study of Intrinsically Motivating Computer Games. Palo Alto Research Center, CA (1980)

    Google Scholar 

  11. Jenkins, H.: Game Theory. Technology Review 29, 1–3 (2002)

    Google Scholar 

  12. McFarlane, A., Sparrowhawk, A., Heald, Y.: Report on the Educational Use of Games: An Exploration by TEEM of the Contribution Which Games Can Make to the Education Process (2002), http://reservoir.cent.uji.es/canals/octeto/es/440

  13. Wikipedia: Serious Game. FL: Wikimedia Foundation, Inc. (2009), http://www.wikipedia.org

  14. Wiggins, G., McTighe, J.: Understanding by Design. Prentice-Hall, Englewood Cliffs (2000)

    Google Scholar 

  15. Repenning, A., Lewis, C.: Playing a Game: The Ecology of Designing, Building and Testing Games as Educational Activities. In: Proceedings of ED-MEDIA: World Conference on Educational Multimedia, Hypermedia & Telecommunications, Montreal, Canada (2005)

    Google Scholar 

  16. Liu, E.Z.F., Kou, C.H., Lin, C.H., Cheng, S.S., Chen, W.T.: Developing Multimedia Instructional Material for Robotics Education. WSEAS Transactions on Communications 7(11), 1102–1111 (2008)

    Google Scholar 

  17. Liu, E.Z.F., Cheng, S.S., Lin, C.H., Chang, Y.F., Chen, W.T.: The Development of Evaluation Indicators for LEGO Multimedia Instructional Material. WSEAS Transactions on Computers 7(10), 1782–1791 (2008)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2009 Springer-Verlag Berlin Heidelberg

About this chapter

Cite this chapter

Lin, CH., Liu, E.ZF. (2009). A Comparison between Drill-Based and Game-Based Typing Software. In: Pan, Z., Cheok, A.D., Müller, W., Chang, M. (eds) Transactions on Edutainment III. Lecture Notes in Computer Science, vol 5940. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-11245-4_5

Download citation

  • DOI: https://doi.org/10.1007/978-3-642-11245-4_5

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-11244-7

  • Online ISBN: 978-3-642-11245-4

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics