Learning with serious games: is fun playing the game a predictor of learning success?Erstpublikation in: British Journal of Educational Technology 12/2014
Publikationsdatum:
|
![]() |
Diese Seite wurde seit 2 Jahren inhaltlich nicht mehr aktualisiert.
Unter Umständen ist sie nicht mehr aktuell.
Zusammenfassungen

Serious games are generally considered to induce positive effects in the areas of learning motivation and learning gains. Yet few studies have examined how these factors are related. Therefore, an empirical study was conducted to test the relationship between anticipated enjoyment and willingness to play, as well as between game enjoyment, self-reported cognitive and motivational learning gains and test results. In an explorative study, 74 children from five primary schools played the learning game AWWWARE. The results of pre- and post-tests were analysed using multiple linear regressions. The analysis showed that anticipated enjoyment played only a minor part in students' willingness to learn with serious games. Of greater importance was the students' expectation that the learning game would be easy and instructive. The level of actual enjoyment of the game also had a smaller influence than expected. While there was a correlation between enjoyment and the motivation to continue being engaged with the subject matter of the game, no effect was found with respect to self-assessed or tested learning gains. The results lead to the conclusion that other factors, such as explicit learning tasks, instruction and support inherent in the game or supplemented by teachers, may be more decisive than the experience of fun during the game.
Dieser wissenschaftliche Zeitschriftenartikel erwähnt ...
![]() Personen KB IB clear | Paul D. Ellis , J. P. Gee , Anke Görzig , Leslie Haddon , David H. Jonassen , Sonia Livingstone , Kjartan Ólafsson , Dominik Petko | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
![]() Begriffe KB IB clear | cognitive load theory (CLT)
, Kinder children
, Lernen learning
, Motivation motivation
, Schule school
, serious gamesserious games
, Spiel game
, WWW (World Wide Web) World Wide Web
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||
![]() Bücher |
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||
![]() Texte |
|
Dieser wissenschaftliche Zeitschriftenartikel erwähnt vermutlich nicht ... 
![]() Nicht erwähnte Begriffe | Bildung, Eltern, LehrerIn, Unterricht |
Tagcloud
Zitationsgraph
Zitationsgraph (Beta-Test mit vis.js)
2 Erwähnungen 
- Competences in Teacher Education at Schwyz University of Teacher Education (PHSZ), and the Swiss Education Policy (Illya Arnet-Clark, Rosemary Smeets-Cowan, Jürgen Kühnis) (2015)
- Second Handbook of Information Technology in Primary and Secondary Education (Joke Voogt, Gerald Knezek, Rhonda Christensen, Kwok-Wing Lai) (2018)
Anderswo finden
Volltext dieses Dokuments
![]() | Learning with serious games: is fun playing the game a predictor of learning success?: Artikel als Volltext ( : , 236 kByte; : 2021-03-21) |
Anderswo suchen 
Beat und dieser wissenschaftliche Zeitschriftenartikel
Beat hat Dieser wissenschaftliche Zeitschriftenartikel während seiner Zeit am Institut für Medien und Schule (IMS) ins Biblionetz aufgenommen. Beat besitzt kein physisches, aber ein digitales Exemplar. Eine digitale Version ist auf dem Internet verfügbar (s.o.). Es gibt bisher nur wenige Objekte im Biblionetz, die dieses Werk zitieren.


Kinder
Lernen
Motivation
Schule
Spiel
WWW (World Wide Web)





, 236 kByte;
2021-03-21)
Biblionetz-History