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Achievement goals influence mastery experience via two paths in digital creativity games among elementary school students

机译:成就目标通过小学生数字创意游戏中的两条路径影响掌握经验

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Although cultivating creativity is greatly emphasized in elementary school education and that digital games can be a promising tool for improving creativity, little research has been conducted to identify and explore how player-related factors might influence the learning outcomes of digital creativity games. This study identifies 3 individual traits pertaining to digital creativity game playing and examines how these determinants influence self-efficacy and mastery experiences of creativity using structural equation modelling. The participants were 275 4th through 6th graders, and the employed method was inventory investigation. The findings reveal that the participants spend a large proportion of time playing digital games after school. Moreover, the results suggest that motivation for achieving both mastery goals and performance goals is crucial to enhancing self-efficacy and achieving mastery experience in creativity. Additionally, such motivation might enhance mastery experience via two paths: the experience of flow states and the strengthening of self-determination and self-efficacy. The findings of this study shed light on the design of digital games for creativity training.
机译:尽管在小学教育中非常重视培养创造力,并且数字游戏可以成为提高创造力的有前途的工具,但很少进行研究来识别和探索玩家相关因素如何影响数字创造力游戏的学习成果。这项研究确定了与数字创造力游戏有关的3个个人特征,并使用结构方程模型研究了这些决定因素如何影响创造力的自我效能和掌握经验。参与者是275位4至6年级学生,采用的方法是清单调查。调查结果表明,参与者放学后花费大量时间玩数字游戏。此外,研究结果表明,实现掌握目标和绩效目标的动机对于增强自我效能和实现创造力的掌握经验至关重要。此外,这种动机可能会通过两条途径来增强对掌握的体验:流动状态的体验以及对自决和自我效能感的增强。这项研究的发现为创造力训练的数字游戏设计提供了启示。

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