Game elements enhance engagement and mitigate attrition in online learning tasks

被引:15
作者
Huber, Stefan E. [1 ]
Cortez, Rodolpho [1 ,2 ]
Kiili, Kristian [3 ]
Lindstedt, Antero [3 ]
Ninaus, Manuel [1 ,4 ,5 ]
机构
[1] Graz Univ, Dept Psychol, Graz, Austria
[2] Univ Fed Rio Grande do Norte, Natal, Brazil
[3] Tampere Univ, Fac Educ & Culture, Tampere, Finland
[4] Univ Tubingen, LEAD Grad Sch & Res Network, Tubingen, Germany
[5] Univ Pl 2, A-8010 Graz, Austria
基金
芬兰科学院;
关键词
Educational games; Game -based learning; Games; Distance education and online learning; Media in education; Human -computer interface; Gamification; SELF-EFFICACY; DESIGN; METAANALYSIS; PERFORMANCE; MOTIVATION; INTERNET; TAXONOMY; SCALE; NEED;
D O I
10.1016/j.chb.2023.107948
中图分类号
B84 [心理学];
学科分类号
04 ; 0402 ;
摘要
A growing body of literature suggests that adding game elements to learning tasks indirectly influences the learning process by increasing engagement with the tasks. The present study aims to advance learning engagement research by examining an often neglected subcomponent of behavioral engagement, attrition. Implementing two equivalent versions of a learning task, differing solely in the presence of game elements, allowed unequivocal attribution of any effect on the presence of game elements. Conducting the study in an online learning environment allowed further a highly unconstrained examination of the effects of game elements on attrition. We found that game elements affected both participant attrition and engagement of participants who completed the learning task. Participants with low self-efficacy were particularly prone to drop out in the non-game condition. Game elements also affected both learning efficacy and efficiency. We further found task attractivity to partially mediate the effect of game elements on learning outcomes. The results suggest that by facilitating engagement via task attractivity game elements can compensate to some extent for the increased cognitive demand that the game elements induce. We finally discuss the importance of considering the interrelations between learner characteristics, game elements, and engagement for interpreting results on learning performance measures.
引用
收藏
页数:18
相关论文
共 103 条
  • [1] Aleven V, 2017, EDUC PSYCHOL HANDB, P522
  • [2] An alternative to Cohen's standardized mean difference effect size: A robust parameter and confidence interval in the two independent groups case
    Algina, J
    Keselman, HJ
    Penfield, RD
    [J]. PSYCHOLOGICAL METHODS, 2005, 10 (03) : 317 - 328
  • [3] [Anonymous], 2022, RStudio
  • [4] Axelson R. D., 2010, Change: The Magazine of Higher Learning, V43, P38, DOI DOI 10.1080/00091383.2011.533096
  • [5] WORKING MEMORY
    BADDELEY, A
    [J]. SCIENCE, 1992, 255 (5044) : 556 - 559
  • [6] 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
  • [7] Toward a Taxonomy Linking Game Attributes to Learning: An Empirical Study
    Bedwell, Wendy L.
    Pavlas, Davin
    Heyne, Kyle
    Lazzara, Elizabeth H.
    Salas, Eduardo
    [J]. SIMULATION & GAMING, 2012, 43 (06) : 729 - 760
  • [8] Short Scale for Measuring General Self-efficacy Beliefs (ASKU)
    Beierlein, Constanze
    Kemper, Christoph J.
    Kovaleva, Anastassiya
    Rammstedt, Beatrice
    [J]. METHODS DATA ANALYSES, 2013, 7 (02): : 251 - 278
  • [9] A Comparison of Traditional and Computer-Assisted Methods for the Development of a German Need for Cognition Short Scale
    Beissert, Hanna
    Koehler, Meike
    Rempel, Marina
    Kruyen, Peter M.
    [J]. DIAGNOSTICA, 2020, 66 (01): : 37 - 49
  • [10] When and how seductive details harm learning. A study using cued retrospective reporting
    Bender, Lisa
    Renkl, Alexander
    Eitel, Alexander
    [J]. APPLIED COGNITIVE PSYCHOLOGY, 2021, 35 (04) : 948 - 959