Acquisition of math knowledge in digital and non-digital game-based learning classrooms: Impact of intrinsic motivation and cognitive load

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Mengtong Xiang, Lu Zhang, Yu Liu, Xiaohua Wang, Junjie Shang
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引用次数: 0

Abstract

Educational games, spanning a wide spectrum from digital games to non-digital games, have been considered as promising tools to facilitate math learning. However, previous studies focused more on digital game-based learning, few compared the differences between digital and non-digital games. We conducted a quasi-experiment to examine the effects of digital and non-digital games on math knowledge acquisition, intrinsic motivation and cognitive load in Chinese classrooms. Two equivalent versions of games (digital vs non-digital) focusing on coordinate knowledge acquisition were developed, and three groups (digital game, non-digital game and traditional teaching group) were assigned. The results reveal that students in the digital game group reported significantly higher intrinsic motivation and lower intrinsic and extraneous cognitive load than non-digital game group. While non-digital game group had better knowledge acquisition performance and germane cognitive load than digital game group. Our findings suggest that affordance of game technology influences students’ motivation and cognition, causing “false” high motivation and low cognitive engagement among students. Non-digital games could serve as cost-effective alternatives to enhance math learning performance within authentic classrooms, thus providing valuable insights into establishing a resilient and sustainable game-based learning environment.
在数字和非数字游戏学习课堂中获取数学知识:内在动机和认知负荷的影响
教育游戏的范围很广,从数字游戏到非数字游戏,都被认为是促进数学学习的有前途的工具。然而,以往的研究更多地关注基于数字游戏的学习,很少比较数字游戏和非数字游戏之间的差异。我们进行了一项准实验,研究数字游戏和非数字游戏对中国课堂数学知识学习、内在动机和认知负荷的影响。我们开发了两个等效版本的游戏(数字游戏和非数字游戏),重点关注坐标知识的获取,并分配了三个组(数字游戏组、非数字游戏组和传统教学组)。结果显示,与非数字游戏组相比,数字游戏组的学生内在动机明显更高,内在和外在认知负荷更低。与数字游戏组相比,非数字游戏组学生的知识学习成绩和内在认知负荷更好。我们的研究结果表明,游戏技术的可负担性会影响学生的学习动机和认知,导致学生产生 "虚假 "的高学习动机和低认知参与度。非数字游戏可以作为具有成本效益的替代品,在真实的课堂中提高数学学习成绩,从而为建立弹性和可持续的游戏式学习环境提供有价值的见解。
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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