Timing of information presentation matters: Effects on secondary school students' cognition, motivation and emotion in game‐based learning

Yuanyuan Hu, Pieter Wouters, Marieke van der Schaaf, Liesbeth Kester
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Abstract

Learning with games requires two types of information, namely domain‐specific information and game‐specific information. Presenting these two types of information together with gameplay may pose a heavy demand on cognitive resources. This study investigates how timing of information presentation affects cognition (ie, mental effort and performance), motivation (ie, achievement goals) and emotion (ie, achievement emotions). Participants were secondary school students (N = 145). Participants participated in a 2 × 2 factorial experiment with two factors—timing of domain‐specific information presentation and timing of game‐specific information presentation, either before or during gameplay. We measured mental effort, chemistry knowledge, time on task, achievement goals and achievement emotions. Multiple regression and robust regression revealed that presenting domain‐specific information before gameplay promoted higher approach goals, higher avoidance goals and more enjoyment than presenting it during gameplay. There was no difference between presenting game‐specific information before gameplay and during gameplay except for performance‐avoidance goals. We conclude that timing of information presentation affects motivational and emotional processes and outcomes and that students feel more motivated and enjoyed when domain‐specific information is presented before learning than during learning. Educators may change the timing of domain‐specific information presentation accordingly. What is already known about this topic Well‐designed game‐based learning can increase learning. Game‐based learning needs effective instructional design features. What this paper adds One instructional design feature, timing of information presentation, affects motivation and emotion in game‐based learning. Students feel more motivated and enjoyed when domain‐specific information is presented before learning than during learning. This study is one of the first to focus on cognitive, motivational and emotional processes and outcomes, and their interconnections. Implications for practice and policy Educators would do well to present domain‐specific information before learning than during learning. Researchers on instructional design features should attend to all cognitive, motivational and emotional processes and outcomes instead of just one or two.
信息呈现的时机很重要:游戏式学习对中学生认知、动机和情感的影响
游戏学习需要两类信息,即特定领域信息和特定游戏信息。在游戏中同时呈现这两类信息可能会对认知资源提出很高的要求。本研究探讨了信息呈现的时机如何影响认知(即心理努力和表现)、动机(即成就目标)和情绪(即成就情感)。参与者为中学生(N = 145)。参与者参加了一个 2 × 2 因子实验,其中包含两个因素--特定领域信息呈现的时间和游戏特定信息呈现的时间(在游戏之前或游戏过程中)。我们对脑力劳动、化学知识、完成任务时间、成就目标和成就情绪进行了测量。多元回归和稳健回归显示,与在游戏过程中呈现特定领域信息相比,在游戏之前呈现特定领域信息能促进更高的接近目标、更高的回避目标和更多的乐趣。而在游戏之前和游戏过程中提供游戏特定信息则没有任何区别,除了表现-回避目标。我们的结论是,信息呈现的时机会影响动机和情感过程及结果,在学习前呈现特定领域信息比在学习过程中呈现特定领域信息更能激发学生的学习动机和乐趣。教育者可以相应地改变特定领域信息呈现的时机。本文补充了一个教学设计特点,即信息呈现的时机会影响游戏式学习中的动机和情感。这项研究是首批关注认知、动机和情感过程和结果及其相互联系的研究之一。对实践和政策的启示教育工作者最好在学习前而不是在学习过程中提供特定领域的信息。研究教学设计特点的人员应该关注所有认知、动机和情感过程和结果,而不是只关注一两个过程和结果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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