Serious game-based and nongame-based online courses: Learning experiences and outcomes

被引:39
作者
Hess, Taryn
Gunter, Glenda [1 ,2 ,3 ]
机构
[1] Univ Cent Florida, Instruct Technol Program, Orlando, FL 32816 USA
[2] Univ Cent Florida, Educ Technol Program, Orlando, FL 32816 USA
[3] Univ Cent Florida, eLearning Masters & Certificate Program, Orlando, FL 32816 USA
关键词
SELF-DETERMINATION THEORY; VIRTUAL ENVIRONMENTS; EDUCATION; MOTIVATION; DESIGN; MODEL; PLAY;
D O I
10.1111/bjet.12024
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
When combining the increasing use of online educational environments, the push to use serious video games and the lack of research on the effectiveness of online learning environments and video games, there is a clear need for further investigation into the use of serious video games in an online format. A mix methods model was used to triangulate statistical and qualitative findings on student performance, completion time, student intrinsic motivation, as well as desirable, undesirable, helpful and hindering aspects of serious game-based and nongame-based courses. Students in the game-based course were found to have performed significantly better and to have taken significantly longer. Students and teachers in the game-based course provided more reasons for student motivation along with more desirable, more helpful and less hindering aspects compared to students and teachers in the non-game-based course. In addition, students and teachers in both courses provided an equal number of undesirable aspects. The results from this study inform instructional designers, teachers, education stakeholders and educational game designers by providing research-based evidence related to the learning experiences and outcomes of the serious game-based online course.
引用
收藏
页码:372 / 385
页数:14
相关论文
共 49 条
[1]  
Achterbosch L., 2008, COMPUT ENTERTAIN, V5, P1, DOI DOI 10.1145/1324198.1324207
[2]  
Allen IE., 2010, NJ1
[3]   Bridging Realty to Virtual Reality: Investigating gender effect and student engagement on learning through video game play in an elementary school classroom [J].
Annetta, Leonard ;
Mangrum, Jennifer ;
Holmes, Shawn ;
Collazo, Kimberly ;
Cheng, Meng-Tzu .
INTERNATIONAL JOURNAL OF SCIENCE EDUCATION, 2009, 31 (08) :1091-1113
[4]  
[Anonymous], MULT LEARN MED WHAT
[5]  
[Anonymous], ONL LEARN MET REV ON
[6]  
[Anonymous], INT C E LEARN GAM NA
[7]  
[Anonymous], INT J SOCIAL SCI
[8]  
[Anonymous], 2005, P ANN M COGN SCI SOC
[9]  
[Anonymous], K12 ONLINE LEARNING
[10]  
[Anonymous], VIDEO GAMES ACTIVATE