کد مقاله | کد نشریه | سال انتشار | مقاله انگلیسی | نسخه تمام متن |
---|---|---|---|---|
348497 | 618189 | 2013 | 11 صفحه PDF | دانلود رایگان |

• Insignificant difference was found among the performance of the game with traditional instruction.
• We used the game to elicit factors influencing learning performance.
• Enjoyment with the game has a significant relation with learning performance.
• Intention to use & happiness do not have a significant relation with learning performance.
• Enjoyment & happiness influence the decision of learner to use an educational game.
Educational games have enhanced the value of instruction procedures in institutions and business organizations. Factors that increase students' adoption of learning games have been widely studied in past; however, the effect of these factors on learners' performance is yet to be explored. In this study, factors of Enjoyment, Happiness, and Intention to Use were chosen as important attitudes in learning educational games and increasing learning performance. A two-step between group experiment was conducted: the first study compared game-based learning and traditional instruction in order to verify the value of the game. 41 Gymnasium (middle school) students were involved, and the control and experimental groups were formed based on a pretest method. The second study, involving 46 Gymnasium students, empirically evaluates whether and how certain attitudinal factors affect learners' performance. The results of the two-part experiment showed that a) the game demonstrated good performance (as compared to traditional instruction) concerning the gain of knowledge, b) learners' enjoyment of the game has a significant relation with their performance, and c) learners' intention to use and happiness with the game do not have any relation with their performance. Our results suggest that there are attitudinal factors affecting knowledge acquisition gained by a game.
Journal: Computers & Education - Volume 68, October 2013, Pages 429–439