It’s Better to Enjoy Learning than Playing: Motivational Effects of an Educational Live Action Role-playing Game

Brom Cyril, Viktor Dobrovolný, F. Děchtěrenko, Tereza Stárková, E. Bromová
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引用次数: 7

Abstract

Game-based learning is supposed to motivate learners. However, to what degree does motivation driven by interest in playing an instructional game affect learning outcomes compared to motivation driven by interest in the very learning process? This is not known. In this study with a unique design and intervention, young adults (N = 128; a heterogeneous sample) learned how to control an electro-mechanical device in a 40-minute-long learning session integrated into a 2-hour-long educational live action role-playing game (edu-LARP). Edu-LARPs are supposedly engaging games where players take part in team role-playing by physically enacting characters in a fictional universe. In our edu-LARP, players had to understand how the to-be-learned device worked in order to win the game. Departing from typical game-based learning research, learning- and playing-related variables were assessed for each learner separately (i.e., a within-subject design). Affective-motivational factors related to playing (rather than learning) predicted learning outcomes in a positive, but considerably weaker, way compared to learning-related, affective-motivational factors. Developed interest in LARP-like games was primarily related to enjoying the game rather than better learning outcomes; whereas, developed interest in the instructional domain was primarily related to enjoyment of learning and better learning outcomes. Overall, autonomous motivation to play was connected to higher learning outcomes, but this connection was weak.
玩不如学:真人角色扮演游戏的动机效应
基于游戏的学习应该能够激励学习者。然而,与对学习过程本身感兴趣的动机相比,对玩教学游戏感兴趣的动机对学习结果的影响有多大?这是未知的。在这项具有独特设计和干预的研究中,年轻成年人(N = 128;(异质样本)在一个40分钟的学习环节中学会了如何控制一个机电设备,这个学习环节与一个2小时的教育真人角色扮演游戏(edu-LARP)相结合。edul - larp是一种引人入胜的游戏,玩家可以通过在虚构的世界中扮演角色来参与团队角色扮演。在我们的edu-LARP中,玩家必须理解要学习的设备是如何工作的才能赢得游戏。与典型的基于游戏的学习研究不同,我们分别评估了每个学习者的学习和游戏相关变量(即,主题内设计)。与学习相关的情感动机因素相比,与玩耍(而不是学习)相关的情感动机因素对学习结果的预测是积极的,但明显弱于与学习相关的情感动机因素。对类似larp的游戏产生兴趣主要与享受游戏有关,而不是更好的学习结果;然而,在教学领域的发展兴趣主要与学习的享受和更好的学习成果有关。总的来说,自主游戏动机与更高的学习成绩有关,但这种联系很弱。
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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来源期刊
Frontline Learning Research
Frontline Learning Research Social Sciences-Education
CiteScore
5.50
自引率
0.00%
发文量
6
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