Abstract
In the context of the Coronavirus disease 2019 (COVID-19) epidemic, offline learning is undoubtedly limited, so online education is becoming increasingly significant. The authors collected data related to online teaching and educational games and compared their advantages and disadvantages from the perspectives of learning engagement and popularity. It was found that online lectures and educational games scored high on the dimensions of students' learning motivation, understanding engagement, and enthusiasm to participate, especially online educational games, which perform well in stimulating students' interest in learning, enhancing their sense of belonging to the group, and creating a better learning atmosphere. However, users' popularity of online classes and online educational games varies significantly. In contrast to the vast number of users of online classes, educational games are not universally accepted as a way of education in China. It is analysed that the main reason is that Chinese parents and teachers are biased against learning through games. It is challenging to connect learning with games, especially in China. Therefore, it is recommended that the mixed teaching mode of traditional teaching as the primary and game education as the auxiliary can be piloted before large-scale promotion.
Publisher
Darcy & Roy Press Co. Ltd.