Factors Influencing the Subjective Learning Effectiveness of Serious Games

Emmanuel Fokides, Penelope Atsikpasi, Polyxeni Kaimara, I. Deliyannis
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引用次数: 26

Abstract

Aim/Purpose: This work examines which factors influence user views on the learning effectiveness of serious games. For that matter, a model was developed and tested. Background: Although the impact of serious games on learning is their most widely ex-amined aspect, research is spread thin across a large number of studies having little in common in terms of their settings, samples, and learning sub-jects. Also, there is a lack of consensus regarding which factors have an im-pact on their effectiveness. The most significant problem seems to be the fact that most assessment tools examined just a few factors. Methodology: The initial model included eleven factors responsible for shaping the learning outcomes, belonging to four groups: (a) content, (b) technical features, (c) user state of mind, and (d) learning enabling features. All possible relationships between these factors and subjective learning effectiveness were examined. Data were collected using the Serious Games Evaluation Scale. The target group was 483 university students who played two serious games. The model was tested using covariance-based structural equation modeling. Contribution: The study offers the prototype of a rather complex model, accurately explaining the intricate relationships between the substantial number of factors that were measured and their impact on user views regarding the subjective learning effectiveness of serious games. Findings: The final model fit statistics were very good, and 58.4% of the variance in subjective learning effectiveness was explained. The factor with the most significant impact was enjoyment, followed by subjective narration quality and realism. Quite interestingly, motivation did not have any effect on subjective learning effectiveness, while subjective feedback quality was not included as a construct in the final model. Moreover, the subjective ease of use and audiovisual fidelity had a minimal impact on other factors. Finally, the model proved to be invariant across genders and across the serious games that were used. Recommendations for Practitioners: Serious game developers can use the model so as to decide on which factors to focus, depending on their needs. Educators and education policymakers can also benefit from the model’s use, together with scales evaluating the quality of educational software. By assessing technical and content features and by using the model as a blueprint, they can envisage how enjoyable and motivating a serious game might be, as well as how it is going to impact user views regarding its learning effectiveness. Recommendation for Researchers: Researchers can use the model in order to understand what shapes the learning experience of users when they play serious games. They can also use it for understanding the interactions between different the factors that come into play. Future Research: Several alternative models have to be tested so as to develop a much simpler one which, at the same time, will have the capacity to adequately explain what users think of serious games. Several different target groups and serious games have to be examined in order to establish that the model is indeed invariant across a wide range of serious games genres and users. Finally, an interesting idea is to examine the relationship between subjective and objective learning effectiveness.
影响严肃游戏主观学习效果的因素
目的/目的:本研究考察了哪些因素会影响用户对严肃游戏学习效果的看法。为此,开发并测试了一个模型。背景:尽管严肃游戏对学习的影响是研究最广泛的方面,但研究却分散在大量的研究中,这些研究在背景、样本和学习主题方面几乎没有共同点。此外,对于哪些因素对其有效性有影响,也缺乏共识。最重要的问题似乎是大多数评估工具只检查了几个因素。方法:最初的模型包括11个因素,负责形成学习成果,属于四组:(a)内容,(b)技术特征,(c)用户心态,(d)学习支持特征。研究了这些因素与主观学习效果之间可能存在的关系。使用严肃游戏评估量表收集数据。目标群体是483名大学生,他们玩了两款严肃的游戏。采用基于协方差的结构方程模型对模型进行检验。贡献:该研究提供了一个相当复杂的模型原型,准确地解释了所测量的大量因素之间的复杂关系及其对严肃游戏主观学习效果的用户观点的影响。结果:最终的模型拟合统计结果非常好,58.4%的主观学习效果方差得到了解释。影响最大的因素是享受,其次是主观叙事质量和现实主义。非常有趣的是,动机对主观学习效果没有任何影响,而主观反馈质量没有作为一个结构包括在最终的模型中。此外,主观易用性和视听保真度对其他因素的影响最小。最后,该模型被证明在不同性别和不同严肃游戏中都是不变的。给从业者的建议:严肃的游戏开发者可以根据自己的需求,使用该模型来决定关注哪些因素。教育工作者和教育政策制定者也可以从模型的使用中受益,以及评估教育软件质量的尺度。通过评估技术和内容功能,并将模型作为蓝图,他们可以设想出一款严肃游戏的乐趣和激励程度,以及它将如何影响用户对其学习效果的看法。给研究人员的建议:研究人员可以使用该模型来理解是什么影响了用户在玩严肃游戏时的学习体验。他们也可以用它来理解不同因素之间的相互作用。未来研究:为了开发出一个更简单的模型,我们必须测试几个可选择的模型,同时,这个模型将能够充分解释用户对严肃游戏的看法。为了确定该模型适用于各种严肃游戏类型和用户,我们必须检查不同的目标群体和严肃游戏。最后,一个有趣的想法是检查主观和客观学习效率之间的关系。
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