Let's climb the ladders of digital game-based learning experience: a means-end chain perspective

被引:0
作者
Veselinovic, Ljiljan [1 ]
Cinjarevic, Merima [1 ]
Turulja, Lejla [1 ]
Torlakovic, Anes [1 ]
机构
[1] Univ Sarajevo, Sch Econ & Business, Sarajevo, Bosnia & Herceg
关键词
Digital game-based learning (DGBL); Learning; Learners; Personal values; Means-end chain (MEC) theory; Laddering technique; COGNITIVE LOAD; SAMPLE-SIZE; GAMIFICATION; MOTIVATION; STUDENTS; ELEMENTS; SCIENCE; VALUES; IMPACT;
D O I
10.1108/ITSE-09-2024-0210
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
PurposeDigital game-based learning (DGBL) has emerged as a new learning method that offers ample advantages compared to traditional learning environments. Although previous research supports the effectiveness of DGBL, there is a lack of studies explaining the relationship between the concrete elements of a digital game and the highly abstract and intangible personal values. Thus, this paper aims to employ means-end chain (MEC) theory to identify the attributes of DGBL, the benefits that learners derive from these attributes and how these benefits contribute to learners' terminal values.Design/methodology/approachThis paper used MEC theory to map the attributes, consequences and values of DGBL. The study was conducted on 20 students at a European university, and data analysis using the laddering technique included content analysis, classification into A-C-V levels, construction of an implication matrix and generation of a hierarchical value map (HVM).FindingsThis study provides insight into key design elements of digital educational games through a hierarchical value map, identifying how attributes such as interactive content, simulation of real-world situations and adaptability influence psychological and functional consequences that lead to higher student values: happiness, achievement, personal growth and autonomy. The four dominant trajectories associated with DGBL are the happiness-driven, achievement-driven, growth-driven and autonomy-driven trajectories, each of which is supported by relevant learning and motivation theories. The study also highlights the importance of elements such as reduced cognitive load, greater emotional engagement and tailored educational content in improving learning outcomes.Research limitations/implicationsThe research is based on subjective, self-reported data and a sample of higher education students at a single European university, which may limit the applicability of the findings to lower educational levels and other cultural contexts. Additionally, the analysis encompasses DGBL in general, without focusing on specific types of games or modes of play.Practical implicationsThe results obtained from the means-end analysis are valuable for understanding the fundamental values of learners that motivate them to engage in DGBL, offering insight into game design attributes and consequences related to higher-order personal values. The present study shows that the three most important game design elements are interactive content, simulation of the real-world and customization.Originality/valueThis study extends the application of the MEC approach in a new context and validates the laddering technique, revealing the hierarchy of values that students realize through DGBL. It also provides insight into the pathways linking attributes, consequences and values and offers a solid HVM framework for future research on the impact of game design elements on learning outcomes.
引用
收藏
页数:24
相关论文
共 68 条
  • [1] Aguilera E., 2022, Oxford Research Encyclopedia of Education, DOI [10.1093/acrefore/9780190264093.013.1438, DOI 10.1093/ACREFORE/9780190264093.013.1438]
  • [2] Digital game elements, user experience and learning: A conceptual framework
    Alexiou, Andreas
    Schippers, Michala C.
    [J]. EDUCATION AND INFORMATION TECHNOLOGIES, 2018, 23 (06) : 2545 - 2567
  • [3] Assessing the effectiveness of digital game-based learning: Best practices
    All, Anissa
    Castellar, Elena Patricia Nunez
    Van Looy, Jan
    [J]. COMPUTERS & EDUCATION, 2016, 92-93 : 90 - 103
  • [4] The Effect of Digital Game-Based Learning Interventions on Cognitive, Metacognitive, and Affective-Motivational Learning Outcomes in School: A Meta-Analysis
    Barz, Nathalie
    Benick, Manuela
    Doerrenbaecher-Ulrich, Laura
    Perels, Franziska
    [J]. REVIEW OF EDUCATIONAL RESEARCH, 2024, 94 (02) : 193 - 227
  • [5] Bevins KatherineLynn., 2018, Issues and Trends in Educational Technology, V6, DOI [DOI 10.2458/AZUITETV6I1BEVINS, 10.2458/azu_itet_v6i1_bevins, DOI 10.2458/AZU_ITET_V6I1_BEVINS]
  • [6] From Data Management to Actionable Findings: A Five-Phase Process of Qualitative Data Analysis
    Bingham, Andrea J.
    [J]. INTERNATIONAL JOURNAL OF QUALITATIVE METHODS, 2023, 22
  • [7] Sample size for qualitative research
    Boddy, Clive Roland
    [J]. QUALITATIVE MARKET RESEARCH, 2016, 19 (04): : 426 - 432
  • [8] One size fits all? What counts as quality practice in (reflexive) thematic analysis?
    Braun, Virginia
    Clarke, Victoria
    [J]. QUALITATIVE RESEARCH IN PSYCHOLOGY, 2021, 18 (03) : 328 - 352
  • [9] Beyond playful learning-Serious games for the human-centric digital transformation of production and a design process model
    Brauner, Philipp
    Ziefle, Martina
    [J]. TECHNOLOGY IN SOCIETY, 2022, 71
  • [10] The effects of competition in digital game-based learning (DGBL): a meta-analysis
    Chen, Ching-Huei
    Shih, Chun-Chao
    Law, Victor
    [J]. ETR&D-EDUCATIONAL TECHNOLOGY RESEARCH AND DEVELOPMENT, 2020, 68 (04): : 1855 - 1873