2013
DOI: 10.1002/cad.20028
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Engagement States and Learning from Educational Games

Abstract: Children's and adolescents' cognitive, affective, and behavioral states of engagement enhance or impede enjoyment of, and performance with, educational games. We propose a comprehensive model of engagement states and apply it to research on educational game development and research on the role of various aspects of engagement on game play and learning. Emphasis is placed on individual differences in attention, memory, motor speed and control, persistence, and positive and negative affect (approach/avoidance), … Show more

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Cited by 59 publications
(26 citation statements)
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“…Ultimately, these results lead to the question, whether ‘fun’ and ‘enjoyment’ are adequate constructs to grasp meaningful motivational processes in serious game experiences. Some authors propose research on ‘student engagement’ as a more suitable and broader focus to analyse positive emotions when learning with serious games as it combines by aspects such as ‘emotional engagement’, ‘behavioural engagement’ and ‘cognitive engagement’ (Deater‐Deckard et al , ; Pekrun & Linnenbrink‐Garcia, ). While fun might still be a relevant category, future research should take other aspects of engagement into account as well.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…Ultimately, these results lead to the question, whether ‘fun’ and ‘enjoyment’ are adequate constructs to grasp meaningful motivational processes in serious game experiences. Some authors propose research on ‘student engagement’ as a more suitable and broader focus to analyse positive emotions when learning with serious games as it combines by aspects such as ‘emotional engagement’, ‘behavioural engagement’ and ‘cognitive engagement’ (Deater‐Deckard et al , ; Pekrun & Linnenbrink‐Garcia, ). While fun might still be a relevant category, future research should take other aspects of engagement into account as well.…”
Section: Discussionmentioning
confidence: 99%
“…While it is traditionally a common notion that games make learning ‘fun’, it is less clear what ‘fun’ in serious games actually means and how it is related to cognitive, emotional and behavioural engagement (Deater‐Deckard, Chang & Evans, ; Filsecker & Kerres, in press). While in learning research, ‘fun’ is often seen as a mediating variable in the learning process that is closely related to the learning content, general media studies take a different approach.…”
Section: Introductionmentioning
confidence: 99%
“…Embedding opportunities to assess the mechanical skills of mouse‐ and reach‐tracking (i.e., via reaction time to complete a move or the spatial trajectory of a given move) within game and app log data, provides a vehicle for examining cognitive development among middle childhood media users in the digital age. More broadly, digital games elicit short bursts and longer sustained application of what have been referred to as “engagement states” (Deater‐Deckard, Chang, & Evans, ). This area is a potential research target as children's engagement with the game and its content spans behavioral, affective, and cognitive dimensions, such as individual differences in attention, memory, motor speed and control, persistence, and positive and negative affect (approach/avoidance).…”
Section: Media Use During Middle Childhoodmentioning
confidence: 99%
“…Effective science education requires the integration of these three factors. Games provide a potentially valuable tool because they provide opportunities for cognitive and metacognitive engagement and are typically highly motivating (Deater-Deckard et al, 2013). …”
Section: What Is Scientific Thinking?mentioning
confidence: 99%