Cognitive consequences of making computer-based learning activities more game-like |
| |
Authors: | Krista E DeLeeuw Richard E Mayer |
| |
Affiliation: | Department of Psychology, University of California, Santa Barbara, United States |
| |
Abstract: | Some students (base group) played the Circuit Game, a 10-level computer-based learning activity intended to help students learn how electrical circuits work. Other students (competition group) played the same game but with competition features added - including a score bar showing performance on each level, the opportunity to earn one ticket per level if a performance criterion is met, and the opportunity to win a prize based on the number of tickets earned. On a retention test given after the game, the competition group remembered significantly more than the base group (d = 0.47). On an embedded transfer test constituting the final level of the game, the groups did not differ significantly. However, on the transfer test there was a significant gender by group interaction in which men performed worse in the competition group than the base group (d = −0.54) and women performed better in the competition group than the base group (d = 0.24). Overall, adding game-like features to a computer-based learning activity caused students to pay attention to game details but did not motivate students - particularly men - to learn more deeply. |
| |
Keywords: | Computer game Serious game Educational game Competition Sex differences |
本文献已被 ScienceDirect 等数据库收录! |
|