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Felder–Silverman learn<strong>in</strong>g style. The objective of the subject unit is to foster the students’ competence <strong>in</strong> identify<strong>in</strong>g<br />

and differentiat<strong>in</strong>g a set of target plants.<br />

The game was implemented by employ<strong>in</strong>g the RPG Maker developed by Enterbra<strong>in</strong> Incorporation. The background<br />

of the game is an ancient k<strong>in</strong>gdom <strong>in</strong> which the people are <strong>in</strong>fected by poisoned water <strong>in</strong> a river. Follow<strong>in</strong>g the h<strong>in</strong>ts<br />

from an ancient medical book, the k<strong>in</strong>g decides to look for the plants that are able to cure his people.<br />

The game designed for sequential style learners provides a "step-by-step" <strong>in</strong>terface to guide the students of this style<br />

to complete the learn<strong>in</strong>g missions, s<strong>in</strong>ce they tend to th<strong>in</strong>k l<strong>in</strong>early and learn <strong>in</strong> small <strong>in</strong>cremental steps (Felder &<br />

Silverman, 1988). Figure 1 shows the <strong>in</strong>terface of the sequential style game. The learners are guided by this version<br />

of the game to the next mission only after the present mission has been completed.<br />

Current mission<br />

The next mission.<br />

Brief of Mission 1 (current mission): F<strong>in</strong>d<br />

“Ficus Microcarpa” to save your people.<br />

Figure 1. The sequential style game<br />

On the other hand, the global style game provides a "global mission map" that enables the students to select any<br />

mission or jump to any game scene, s<strong>in</strong>ce they tend to learn with holistic th<strong>in</strong>k<strong>in</strong>g processes <strong>in</strong> large leaps (Felder &<br />

Silverman, 1988). Figure 2 shows the <strong>in</strong>terface of the global style version of the educational computer game.<br />

It should be noted that there is no specific logical order suggested by the teacher for learn<strong>in</strong>g about the plants. The<br />

only difference between the two versions of the game is the way of present<strong>in</strong>g the learn<strong>in</strong>g materials. In the<br />

sequential style version, the students learn about one plant at a time <strong>in</strong> the Ch<strong>in</strong>ese character order. Only after they<br />

complete the learn<strong>in</strong>g tasks of one plant (i.e., they have learned all of the features and details of that plant), are they<br />

guided to the next plant; that is, they learn the details of <strong>in</strong>dividual plants sequentially. On the other hand, the global<br />

version presents all of the plants related to the learn<strong>in</strong>g activity via the map; that is, the students learn with a global<br />

view of the whole content. Such a style-based <strong>in</strong>terface design is based on the suggestions given by Mampadi et al.<br />

(2011). Follow<strong>in</strong>g such a design pr<strong>in</strong>ciple, the students of both styles receive the same learn<strong>in</strong>g content and an equal<br />

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