Chang-Hsin Lin, Shu-Hsien Huang, Ju-Ling Shih, A. Covaci, G. Ghinea
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Game-Based Learning Effectiveness and Motivation Study between Competitive and Cooperative Modes
The aim of this paper is to compare the learning effectiveness and learning motivation of digital game-based learning between the competitive and the cooperative mode. Forty-seven junior high school students were invited to participate in the learning experiment. The students were divided into two groups and played Fragrance Channel in two different modes. Pre-and post-tests were used to evaluate students' learning effectiveness under different conditions and an IMMS questionnaire was used to evaluate learning motivation. The results show no significant differences for both groups when evaluating learning effectiveness and motivation. However, both groups presented significant differences between their pre-and post-tests conditions when it comes to the acquired knowledge. We identified significant differences also for the satisfaction level showing that students enjoyed it more to play in the competitive mode.