TY - GEN
T1 - Fun to Enhance Learning, Motivation, Self-efficacy, and Intention to Play in DGBL
AU - Tisza, Gabriella
AU - Zhu, Sijie
AU - Markopoulos, Panos
PY - 2021/10/22
Y1 - 2021/10/22
N2 - Digital Game-Based Learning (DGBL) has been attracting increasing attention from researchers and educators, especially as related studies suggest it can enhance learning and positively affect students’ motivation, attitude, self-efficacy, and intention to play similar games. However, research into DGBL is not explicit about the role of fun in DGBL. In our study we hypothesized that the perceived fun while playing with an educational game has a positive impact on children’s measured- and perceived learning, motivation, attitude, self-efficacy and intention to play similar games. We conducted an online survey study with secondary school students (N = 28, mean age = 13.54) before and after playing with an online educational game on the topic of biology. The results indicate that the fun they experience while playing the game has a significant and positive effect on the perceived learning, the change in students’ motivation and self-efficacy, and the intention to play similar games. However, no significant effect was found on the measured learning and the change in attitude towards the subject. Our findings partially support the contention that making DGBL more fun improves learning. Future research should seek further empirical evidence in other topic areas and for different ages, and to explore how DGBL can help improve attitudes towards the topic as well.
AB - Digital Game-Based Learning (DGBL) has been attracting increasing attention from researchers and educators, especially as related studies suggest it can enhance learning and positively affect students’ motivation, attitude, self-efficacy, and intention to play similar games. However, research into DGBL is not explicit about the role of fun in DGBL. In our study we hypothesized that the perceived fun while playing with an educational game has a positive impact on children’s measured- and perceived learning, motivation, attitude, self-efficacy and intention to play similar games. We conducted an online survey study with secondary school students (N = 28, mean age = 13.54) before and after playing with an online educational game on the topic of biology. The results indicate that the fun they experience while playing the game has a significant and positive effect on the perceived learning, the change in students’ motivation and self-efficacy, and the intention to play similar games. However, no significant effect was found on the measured learning and the change in attitude towards the subject. Our findings partially support the contention that making DGBL more fun improves learning. Future research should seek further empirical evidence in other topic areas and for different ages, and to explore how DGBL can help improve attitudes towards the topic as well.
KW - Attitude
KW - Biology
KW - Digital game-based learning
KW - Educational game
KW - Fun
KW - Intention
KW - Motivation
KW - Self-efficacy
UR - http://www.scopus.com/inward/record.url?scp=85119413621&partnerID=8YFLogxK
U2 - 10.1007/978-3-030-89394-1_3
DO - 10.1007/978-3-030-89394-1_3
M3 - Conference contribution
SN - 978-3-030-89393-4
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 28
EP - 45
BT - Entertainment Computing – ICEC 2021 - 20th IFIP TC 14 International Conference, ICEC 2021, Proceedings
A2 - Baalsrud Hauge, Jannicke
A2 - Baalsrud Hauge, Jannicke
A2 - C.S. Cardoso, Jorge
A2 - Roque, Licínio
A2 - Gonzalez-Calero, Pedro A.
PB - Springer
ER -