2015
DOI: 10.1016/j.compedu.2015.04.018
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Comparing animated and static modes in educational gameplay on user interest, performance and gameplay anxiety

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Cited by 12 publications
(17 citation statements)
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References 42 publications
(30 reference statements)
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“…Had the bias been avoided, the effect favoring animation could have been smaller. In contrast, another study (Hong et al, 2015) included the appealing element of fish only in animation, but in this case the bias toward animation lead to a negative result, as the statics format showed the higher performance. Had the bias been avoided, the effect favoring statics could have been higher.…”
Section: Biases In the Statics Versus Animation Comparisonsmentioning
confidence: 80%
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“…Had the bias been avoided, the effect favoring animation could have been smaller. In contrast, another study (Hong et al, 2015) included the appealing element of fish only in animation, but in this case the bias toward animation lead to a negative result, as the statics format showed the higher performance. Had the bias been avoided, the effect favoring statics could have been higher.…”
Section: Biases In the Statics Versus Animation Comparisonsmentioning
confidence: 80%
“…More than a decade later, these biased comparisons persist (e.g., Akinlofa, Holt, & Elyan, 2013;Hong, Lin, Hwang, Tai, & Kuo, 2015), where variables such as appealing extras, In order to provide guidelines to design future controlled statics vs. animation comparisons, we describe seven biases that we have identified in the literature (see Table 1 and Note that each bias can lead to a positive, negative, or neutral result, implying contrasting interpretations (see Table 2). For example, as described next in the appeal bias, one study (Wu & Chiang, 2013) included appealing colors and shades only in the animation and not in the static condition.…”
Section: Biases In the Statics Versus Animation Comparisonsmentioning
confidence: 97%
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“…3) Gameplay anxiety Studies have shown that anxiety can produce psychological reactions such as panic, nervousness, fear, inability to cope and lack of concentration [32]. Based on the above concepts, this study adapted the anxiety scale [67] proposed by Hong, Lin, Hwang, Tai, and Kuo (2015) to measure the perception of gameplay anxiety of learners during the course review (learning) through Kahoot.…”
Section: ) Online Cognitive Failurementioning
confidence: 99%
“…Previous studies have indicated that interest is classified as an affective variable (Mayer & Moreno, 2002) that strongly influences and plays a positive role in learning (Hidi & Renninger, 2006; Hong, Lin, Hwang, Tai, & Kuo, 2015). For instance, flow is an affective factor; it refers to one's mental state when one has filtered out irrelevant emotions and is fully immersed in an activity (Csikszentmihalyi, 1975).…”
Section: Introductionmentioning
confidence: 99%