...
首页> 外文期刊>Computers & education >Sustaining iterative game playing processes in DGBL: The relationship between motivational processing and outcome processing
【24h】

Sustaining iterative game playing processes in DGBL: The relationship between motivational processing and outcome processing

机译:在DGBL中维持迭代的游戏过程:动机过程与结果过程之间的关系

获取原文
获取原文并翻译 | 示例
           

摘要

Digital game-based learning (DGBL) has become a viable instructional option in recent years due to its support of learning motivation. Recent studies have mostly focused on identifying motivational factors in digital games (e.g., curiosity, rules, control) that support intrinsic motivation. These findings, however, are limited in two fronts. First, they did not depict the interactive nature of the motivational processing in DGBL Second, they excluded the outcome processing (learners' final effort versus performance evaluation) as a possible motivation component to sustain the iterative game playing cycle. To address these problems, situated in the integrative theory of Motivation, Volition, and Performance (MVP), this study examined the relationship between motivational processing and outcome processing in an online instructional game. The study surveyed 264 undergraduate students after playing the Trade Ruler online game. Based on the data collected by ARCS-based Instructional Materials Motivational Survey (IMMS), a regression analysis revealed a significant model between motivational processing (attention, relevance, and confidence) and the outcome processing (satisfaction). The finding preliminarily suggests that both motivational processing and outcome processing need to be considered when designing DGBL Furthermore, the finding implies a potential relationship between intrinsic motives and extrinsic rewards in DGBL.
机译:近年来,基于数字游戏的学习(DGBL)支持学习动机,已成为可行的教学选择。最近的研究主要集中在识别支持内在动机的数字游戏中的动机因素(例如好奇心,规则,控制)。但是,这些发现仅限于两个方面。首先,他们没有描述DGBL中动机处理的交互性质,其次,他们排除了结果处理(学习者的最终努力与绩效评估)作为维持迭代游戏周期的可能动机成分。为了解决这些问题,位于动机,意志和绩效(MVP)的综合理论中,本研究检查了在线教学游戏中动机处理和结果处理之间的关系。该研究在玩了Trade Ruler网络游戏后对264名本科生进行了调查。基于基于ARCS的教学材料动机调查(IMMS)收集的数据,回归分析显示了动机过程(注意力,相关性和信心)与结果过程(满意度)之间的重要模型。该发现初步表明,在设计DGBL时,既要考虑动机处理又要考虑结果处理。此外,该发现暗示DGBL的内在动机与外在奖励之间存在潜在的关系。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号