ERIC Number: EJ1448909
Record Type: Journal
Publication Date: 2024
Pages: 23
Abstractor: As Provided
ISBN: N/A
ISSN: ISSN-2398-5348
EISSN: EISSN-2398-5356
Effects of the Instructional Message Used to Introduce Game-Based Learning, Prior Knowledge, Prior Gaming Experience and Flow on Learning
Coralie Portier-Charneau; Mylene Sanchiz
Information and Learning Sciences, v125 n11-12 p943-965 2024
Purpose: This paper aims to examine whether the instructional message used to introduce game-based learning (GBL), prior knowledge, flow and prior gaming experience have an impact on secondary students' learning outcomes, perceived game utility and motivation to use the game. Design/methodology/approach: Fifty-four 9th grades students enrolled in this quasi-experimental study. Both groups played the same game. The experimental group was told that they would be playing a game, whereas the control group was told that they would be doing an exercise. The game was designed to promote knowledge recall about familiar mathematical concepts. Prior knowledge was assessed. An immediate and a two-days delayed post-evaluated learning outcomes. Flow, prior gaming experience, perceived game utility and motivation to use the game were assessed with questionnaires after playing. Findings: Introducing the GBL activity as a game increased immediate learning outcomes for low knowledgeable students, but these benefits did not extend to longer term. Indeed, when the GBL activity was presented as an exercise, low higher knowledgeable students obtained poorer longer-term learning outcomes than more knowledgeable ones, whereas no difference appeared when the GBL was introduced as an exercise. Prior gaming experience and the type of instructional message used to introduce a GBL activity positively influenced perceived game utility and motivation to use the game. Originality/value: This study is the first to highlight that the way a GBL activity is framed affects differently low and higher knowledgeable students' learning outcomes and influences perceived game utility and motivation to use the game.
Descriptors: Foreign Countries, Secondary School Mathematics, Secondary School Students, Secondary School Teachers, Game Based Learning, Computer Games, Educational Games, Learning Strategies, Prior Learning, Teaching Methods, Semantics, Ambiguity (Semantics), Mathematical Concepts, Grade 9, Student Motivation, Outcomes of Education
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Publication Type: Journal Articles; Reports - Research
Education Level: Secondary Education; Grade 9; High Schools; Junior High Schools; Middle Schools
Audience: N/A
Language: English
Sponsor: N/A
Authoring Institution: N/A
Identifiers - Location: France
Grant or Contract Numbers: N/A