{"title":"Effect of Collaboration in Digital Game-Based Learning: The Roles of Flow Experience and Intrinsic Motivation","authors":"Zhihui Cai, Caiyan Liu, Jieni Zhan, Zhikeng Wang, Xin Hao, Si Zhang, Xinjie Chen","doi":"10.1111/jcal.70065","DOIUrl":null,"url":null,"abstract":"<div>\n \n \n <section>\n \n <h3> Background</h3>\n \n <p>Attention has been paid to collaboration in digital game-based learning, as it fosters interaction and student engagement, thereby enhancing learning outcomes. Previous findings about the effect of collaboration in digital game-based learning were inconsistent, and few studies have explored the underlying mechanisms, particularly proximal psychological processes such as motivation or emotion.</p>\n </section>\n \n <section>\n \n <h3> Aims</h3>\n \n <p>This study aimed to provide evidence about the effectiveness of collaboration in digital game-based learning and figure out the mediating roles of flow experience and intrinsic motivation in the relationship between collaboration and learning achievement.</p>\n </section>\n \n <section>\n \n <h3> Sample</h3>\n \n <p>A total of 181 Chinese university students (40 males and 141 females) were recruited in our experiment.</p>\n </section>\n \n <section>\n \n <h3> Method</h3>\n \n <p>92 participants in the collaborative condition were required to be fully involved in face-to-face teamwork to solve the tasks in an educational game, while 89 participants in the control group completed the same game tasks individually. A multiple mediation model was applied to analyse the mediating role of flow experience and intrinsic motivation between the relationship of collaboration and learning achievement.</p>\n </section>\n \n <section>\n \n <h3> Results</h3>\n \n <p>Results revealed that students in the collaborative group performed better on learning achievement than those who were in the individual group. Furthermore, multiple mediation analysis revealed that two main indirect pathways emerged: ‘collaboration → intrinsic motivation → learning achievement’ and ‘collaboration → flow experience → intrinsic motivation → learning achievement’.</p>\n </section>\n \n <section>\n \n <h3> Conclusions</h3>\n \n <p>The findings supported the cognitive-affective theory of learning with media and provided evidence about the important role of flow experience and intrinsic motivation.</p>\n </section>\n </div>","PeriodicalId":48071,"journal":{"name":"Journal of Computer Assisted Learning","volume":"41 4","pages":""},"PeriodicalIF":4.6000,"publicationDate":"2025-06-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Computer Assisted Learning","FirstCategoryId":"95","ListUrlMain":"https://onlinelibrary.wiley.com/doi/10.1111/jcal.70065","RegionNum":2,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
引用次数: 0
Abstract
Background
Attention has been paid to collaboration in digital game-based learning, as it fosters interaction and student engagement, thereby enhancing learning outcomes. Previous findings about the effect of collaboration in digital game-based learning were inconsistent, and few studies have explored the underlying mechanisms, particularly proximal psychological processes such as motivation or emotion.
Aims
This study aimed to provide evidence about the effectiveness of collaboration in digital game-based learning and figure out the mediating roles of flow experience and intrinsic motivation in the relationship between collaboration and learning achievement.
Sample
A total of 181 Chinese university students (40 males and 141 females) were recruited in our experiment.
Method
92 participants in the collaborative condition were required to be fully involved in face-to-face teamwork to solve the tasks in an educational game, while 89 participants in the control group completed the same game tasks individually. A multiple mediation model was applied to analyse the mediating role of flow experience and intrinsic motivation between the relationship of collaboration and learning achievement.
Results
Results revealed that students in the collaborative group performed better on learning achievement than those who were in the individual group. Furthermore, multiple mediation analysis revealed that two main indirect pathways emerged: ‘collaboration → intrinsic motivation → learning achievement’ and ‘collaboration → flow experience → intrinsic motivation → learning achievement’.
Conclusions
The findings supported the cognitive-affective theory of learning with media and provided evidence about the important role of flow experience and intrinsic motivation.
期刊介绍:
The Journal of Computer Assisted Learning is an international peer-reviewed journal which covers the whole range of uses of information and communication technology to support learning and knowledge exchange. It aims to provide a medium for communication among researchers as well as a channel linking researchers, practitioners, and policy makers. JCAL is also a rich source of material for master and PhD students in areas such as educational psychology, the learning sciences, instructional technology, instructional design, collaborative learning, intelligent learning systems, learning analytics, open, distance and networked learning, and educational evaluation and assessment. This is the case for formal (e.g., schools), non-formal (e.g., workplace learning) and informal learning (e.g., museums and libraries) situations and environments. Volumes often include one Special Issue which these provides readers with a broad and in-depth perspective on a specific topic. First published in 1985, JCAL continues to have the aim of making the outcomes of contemporary research and experience accessible. During this period there have been major technological advances offering new opportunities and approaches in the use of a wide range of technologies to support learning and knowledge transfer more generally. There is currently much emphasis on the use of network functionality and the challenges its appropriate uses pose to teachers/tutors working with students locally and at a distance. JCAL welcomes: -Empirical reports, single studies or programmatic series of studies on the use of computers and information technologies in learning and assessment -Critical and original meta-reviews of literature on the use of computers for learning -Empirical studies on the design and development of innovative technology-based systems for learning -Conceptual articles on issues relating to the Aims and Scope