2018
DOI: 10.1177/1046878118779088
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Comparing Serious Games and Educational Simulations: Effects on Enjoyment, Deep Thinking, Interest and Cognitive Learning Gains

Abstract: Background and Aim. Serious games are generally considered to have positive effects on many aspects of learner engagement as well as on cognitive learning gains and subject-related interest. Yet few studies have examined which combination of game elements influence engagement and learning, and how these factors are related. For this reason, an experimental study was conducted to explore these aspects with regard to digital serious games. Method. Twelve primary school classes with 153 students from 9 to 12 yea… Show more

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Cited by 37 publications
(22 citation statements)
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“…Associating the findings with the results of previous research is a difficult task, given that our study examined the influence of enjoyment and user experience on the learning of young children (aged between 8 to 10 years old), in contrast to the existing studies that involved adolescents or young adults [ 45 - 47 ]. Even so, the findings that enjoyment and user experience were associated with learning and can help to predict player learning provide further support to findings in previous studies [ 45 - 47 , 49 , 50 ]. In addition, this is the first study (as far as we know) that analyzed the relationship of these factors in the context of a serious game for health.…”
Section: Discussionsupporting
confidence: 85%
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“…Associating the findings with the results of previous research is a difficult task, given that our study examined the influence of enjoyment and user experience on the learning of young children (aged between 8 to 10 years old), in contrast to the existing studies that involved adolescents or young adults [ 45 - 47 ]. Even so, the findings that enjoyment and user experience were associated with learning and can help to predict player learning provide further support to findings in previous studies [ 45 - 47 , 49 , 50 ]. In addition, this is the first study (as far as we know) that analyzed the relationship of these factors in the context of a serious game for health.…”
Section: Discussionsupporting
confidence: 85%
“…Iten and Petko [ 48 ], in a study where primary school students (aged 10 to 13 years old) played a game to develop internet skills, identified that enjoyment could encourage players to learn, but it had a small influence on learning gains. In a more recent study with students aged 9 to 12 years old, Iten and Petko [ 49 ] identified that self-reported cognitive learning gains were positively correlated with enjoyment. Ebrahimzadeth and Alavi [ 50 ], in a study where high school students played a commercial strategy game, identified that enjoyment significantly predicted players’ vocabulary learning.…”
Section: Introductionmentioning
confidence: 99%
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“…The study by Hussein et al [6] on game-based learning in elementary science education showed the potential of digital game-based learning in fostering students' knowledge development, eventually suggesting that studies should extend to other learning domains as well. On the other hand, findings wherein learning with game-based instruction does not always lead to expected increases in all aspects of engagement and learning outcomes have also been reported [28]. Considering the unevenness of evidence for games as learning tools, the current study seeks to gain a better understanding of the effect of digital game-based instruction on the aspect of conceptual understanding and argumentation skill in science learning.…”
Section: B Game-based Instructionmentioning
confidence: 94%
“…VR might have the disadvantage of disorientation. In parallel, it also has many benefits 37 in addition to its key feature: natural observation through its head tracking enabled stereoscopic three-dimensional rendering 38 ; most noteworthy benefits are as follows: (a) greater presence 39 (i.e., a player feeling being physically present in VR 40 ), which aids learning outcomes in VR 41 ; (b) improved engagement 42 (i.e., heightened concentration, interest, involvement, and enjoyment 43 ), which catalyzes learning 44,45 ; and (c) cognitive interest 46 (i.e., understanding topics and becoming more interested 47 ), which serves as intrinsic motivation to explore and experience new and unfamiliar things, 48 a key part of narrative-based discovery games. Although these three aspects are known to positively influence learning, 49 there is no consensus on the differences in in-game experience between VR and non-VR games.…”
Section: Introductionmentioning
confidence: 99%