Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness

被引:331
|
作者
Erhel, S. [1 ]
Jamet, E. [1 ]
机构
[1] Univ Rennes II Haute Bretagne, CRPCC, Expt Psychol Lab, F-35043 Rennes, France
关键词
Media in education; Evaluation of CAL systems; Interactive learning environments; Adult learning; COMPUTER GAMES; RELEVANCE INSTRUCTIONS; INFERENCE GENERATION; ACHIEVEMENT; STUDENTS; INTERACTIVITY; COMPREHENSION; EDUCATION; BELIEFS; SUPPORT;
D O I
10.1016/j.compedu.2013.02.019
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
Although many studies have investigated the effects of digital game-based learning (DGBL) on learning and motivation, its benefits have never been systematically demonstrated. In our first experiment, we sought to identify the conditions under which DGBL is most effective, by analyzing the effects of two different types of instructions (learning instruction vs. entertainment instruction). Results showed that the learning instruction elicited deeper learning than the entertainment one, without impacting negatively on motivation. In our second experiment, we showed that if learners are given regular feedback about their performance, the entertainment instruction results in deep learning. These two experiments demonstrate that a serious game environment can promote learning and motivation, providing it includes features that prompt learners to actively process the educational content. (C) 2013 Elsevier Ltd. All rights reserved.
引用
收藏
页码:156 / 167
页数:12
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