2020
DOI: 10.1177/0735633120952044
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An Integrated View of Information Feedback, Game Quality, and Autonomous Motivation for Evaluating Game-Based Learning Effectiveness

Abstract: Critical factors that influence the value of digital game-based learning (DGBL) for enhancing learning effectiveness remain debatable. Based on the self-determination theory (SDT), people can be autonomously motivated to adopt DGBL to enhance learning effectiveness if their basic psychological needs are satisfied. Additionally, studies that simultaneously examine the effects of two critical factors of information feedback and game quality on students’ autonomous motivation and learning effectiveness in DGBL co… Show more

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Cited by 35 publications
(40 citation statements)
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“…Game-based learning is generally defined as learning through game playing [ 27 , 28 ]. In the context of language learning, it refers to an educational approach in which language learning instructions and activities are situated into and reinforced by rich game mechanics [ 14 , 28 ].…”
Section: Resultsmentioning
confidence: 99%
See 3 more Smart Citations
“…Game-based learning is generally defined as learning through game playing [ 27 , 28 ]. In the context of language learning, it refers to an educational approach in which language learning instructions and activities are situated into and reinforced by rich game mechanics [ 14 , 28 ].…”
Section: Resultsmentioning
confidence: 99%
“…Game-based learning is generally defined as learning through game playing [ 27 , 28 ]. In the context of language learning, it refers to an educational approach in which language learning instructions and activities are situated into and reinforced by rich game mechanics [ 14 , 28 ]. This study identifies five game mechanics that were frequently applied in GBLL, specifically, (a) Goals/Rules, that is the lucid explanations of the goals and ways of learning/playing [ 27 , 28 ]; (b) Mystery/Fantasy, that is the interesting storyline and engaging scenarios of learning/playing [ 29 ]; (c) Interactivity/Feedback, that is the communications with other learners/players or computerised non-player characters (i.e., NPCs) in learning/playing [ 30 ]; (d) Competitions/Contests, that is the learning/playing activities in which learners/players try to perform better than their peers [ 31 ]; and (e) Rewards/Points, that is learners’/player’s winning of rewards or points because of their completion of or good performance in learning/playing activities [ 32 ].…”
Section: Resultsmentioning
confidence: 99%
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“…The effects of GBL have been extensively experimented in higher education and reported to be overall positive on prompting learner motivation, raising the sense of control over learning and enhancing learning performance and perceptions (e.g., Chen & Wang, 2018;Troussas et al, 2020;Yukselturk et al, 2018). Moreover, by providing a playful learning environment, educational games may lead students to enjoy learning, feel comfortable with multiples challenges during the process and overcome these challenges with concentration, confidence and patience (Romero et al, 2017), which are essential for higher education in developing lifelong learners (Liu et al, 2020;Sharples, 2000).…”
Section: Literature Review Gblmentioning
confidence: 99%