Effects of the instructional message used to introduce game-based learning, prior knowledge, prior gaming experience and flow on learning

Coralie Portier-Charneau, Mylene Sanchiz
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Abstract

Purpose This paper aims to examine whether the instructional message used to introduce game-based learning (GBL), prior knowledge, flow and prior gaming experience have an impact on secondary students’ learning outcomes, perceived game utility and motivation to use the game. Design/methodology/approach Fifty-four 9th grades students enrolled in this quasi-experimental study. Both groups played the same game. The experimental group was told that they would be playing a game, whereas the control group was told that they would be doing an exercise. The game was designed to promote knowledge recall about familiar mathematical concepts. Prior knowledge was assessed. An immediate and a two-days delayed post-evaluated learning outcomes. Flow, prior gaming experience, perceived game utility and motivation to use the game were assessed with questionnaires after playing. Findings Introducing the GBL activity as a game increased immediate learning outcomes for low knowledgeable students, but these benefits did not extend to longer term. Indeed, when the GBL activity was presented as an exercise, low higher knowledgeable students obtained poorer longer-term learning outcomes than more knowledgeable ones, whereas no difference appeared when the GBL was introduced as an exercise. Prior gaming experience and the type of instructional message used to introduce a GBL activity positively influenced perceived game utility and motivation to use the game. Originality/value This study is the first to highlight that the way a GBL activity is framed affects differently low and higher knowledgeable students’ learning outcomes and influences perceived game utility and motivation to use the game.
引入游戏式学习的教学信息、先前知识、先前游戏经验和流程对学习的影响
目的 本文旨在研究引入游戏式学习(GBL)的教学信息、先前知识、流程和先前游戏经验是否会对中学生的学习成果、感知到的游戏效用和使用游戏的动机产生影响。两组学生玩的是同一款游戏。实验组被告知他们将玩一个游戏,而对照组被告知他们将做一个练习。游戏旨在促进学生对熟悉的数学概念进行知识回忆。对先前的知识进行了评估。即时和延迟两天后对学习成果进行了评估。研究结果以游戏的形式引入 GBL 活动提高了低知识水平学生的即时学习效果,但这些益处并没有延伸到更长的时间。事实上,当把 GBL 活动作为练习时,知识水平较高的低年级学生的长期学习效果比知识水平较高的学生要差,而当把 GBL 作为练习时则没有任何差别。先前的游戏经验和引入 GBL 活动时所使用的教学信息类型对感知到的游戏效用和使用游戏的动机有积极影响。
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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