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Acceptance of Game-Based Learning and Intrinsic Motivation as Predictors for Learning Success and Flow Experience




TekijätManuel Ninaus, Korbinian Moeller, Jake McMullen, Kristian Kiili

KustantajaSERIOUS GAMES SOC

Julkaisuvuosi2017

JournalInternational Journal of Serious Games

Tietokannassa oleva lehden nimiINTERNATIONAL JOURNAL OF SERIOUS GAMES

Lehden akronyymiINT J SERIOUS GAMES

Vuosikerta4

Numero3

Aloitussivu15

Lopetussivu30

Sivujen määrä16

ISSN2384-8766

DOIhttps://doi.org/10.17083/ijsg.v4i3.176

Verkko-osoitehttp://journal.seriousgamessociety.org/index.php?journal=IJSG&page=article&op=view&path[]=176

Rinnakkaistallenteen osoitehttps://research.utu.fi/converis/portal/detail/Publication/29521343


Tiivistelmä
There is accumulating evidence that engagement with digital math games can improve students' learning. However, in what way individual variables critical to game-based learning influence students' learning success still needs to be explored. Therefore, the aim of this study was to investigate the influence of students' acceptance of game-based learning (e. g., perceived usefulness of a game as a learning tool, perceived ease of use), as well as their intrinsic motivation for math (e. g., their math interest, self-efficacy) and quality of playing experience on learning success in a game-based rational number training. Additionally, we investigated the influence of the former variables on quality of playing experience (operationalized as perceived flow). Results indicated that the game-based training was effective. Moreover, students' learning success and their quality of playing experience were predicted by measures of acceptance of game-based learning and intrinsic motivation for math. These findings indicated that learning success in game-based learning approaches are driven by students' acceptance of the game as a learning tool and content-specific intrinsic motivation. Therefore, the present work is of particular interest to researchers, developers, and practitioners working with gamebased learning environments.

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Last updated on 2024-26-11 at 18:37