Feeling Right About How You Play: The Effects of Regulatory Fit in Games for Learning
被引:5
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作者:
Lee, Yu-Hao
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机构:
Michigan State Univ, Dept Telecommun Informat Studies & Media, E Lansing, MI 48823 USAMichigan State Univ, Dept Telecommun Informat Studies & Media, E Lansing, MI 48823 USA
Lee, Yu-Hao
[1
]
Heeter, Carrie
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机构:
Michigan State Univ, Dept Telecommun Informat Studies & Media, E Lansing, MI 48823 USAMichigan State Univ, Dept Telecommun Informat Studies & Media, E Lansing, MI 48823 USA
Heeter, Carrie
[1
]
Magerko, Brian
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机构:
Georgia Inst Technol, Dept Digital Media, Atlanta, GA 30332 USAMichigan State Univ, Dept Telecommun Informat Studies & Media, E Lansing, MI 48823 USA
Magerko, Brian
[2
]
Medler, Ben
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机构:
Elect Arts, Redwood City, CA USAMichigan State Univ, Dept Telecommun Informat Studies & Media, E Lansing, MI 48823 USA
Medler, Ben
[3
]
机构:
[1] Michigan State Univ, Dept Telecommun Informat Studies & Media, E Lansing, MI 48823 USA
[2] Georgia Inst Technol, Dept Digital Media, Atlanta, GA 30332 USA
digital game-based learning;
motivations;
regulatory fit;
serious games;
FOCUS;
SUCCESS;
D O I:
10.1177/1555412013498818
中图分类号:
G [文化、科学、教育、体育];
C [社会科学总论];
学科分类号:
03 ;
0303 ;
04 ;
摘要:
Serious games are often assigned to learners and not played voluntarily. A problem for educators is how to motivate learners in these assigned conditions. This study examines the influence of regulatory fit experience on player motivations and time spent on learning aspects of the game. Regulatory fit theory posits that when instructions match the learners' promotion or prevention motivational systems, learners will experience regulatory fit, which will make them feel right about the current instructions and tasks. Our findings support the regulatory fit theory. When learners experienced regulatory fit, they played the game for 26% longer time than learners who did not experience regulatory fit. Learners in regulatory fit conditions also displayed more learning-related behaviors such as spending more time on learning feedback both during gameplay and between gameplay sessions. Positive feedback seems to motivate promotion-oriented learners; however, negative feedback did not demotivate prevention-oriented learners as theory predicted.
机构:
Michigan State Univ, Dept Psychol, E Lansing, MI 48824 USAMichigan State Univ, Dept Psychol, E Lansing, MI 48824 USA
McAuley, J. Devin
Henry, Molly J.
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机构:
Michigan State Univ, Dept Psychol, E Lansing, MI 48824 USA
Max Planck Inst Human Cognit & Brain Sci, Leipzig, GermanyMichigan State Univ, Dept Psychol, E Lansing, MI 48824 USA
Henry, Molly J.
Wedd, Alan
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机构:
Michigan State Univ, Dept Psychol, E Lansing, MI 48824 USAMichigan State Univ, Dept Psychol, E Lansing, MI 48824 USA
Wedd, Alan
Pleskac, Timothy J.
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h-index: 0
机构:
Michigan State Univ, Dept Psychol, E Lansing, MI 48824 USAMichigan State Univ, Dept Psychol, E Lansing, MI 48824 USA
Pleskac, Timothy J.
Cesario, Joseph
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h-index: 0
机构:
Michigan State Univ, Dept Psychol, E Lansing, MI 48824 USAMichigan State Univ, Dept Psychol, E Lansing, MI 48824 USA