2014
DOI: 10.4018/ijgbl.2014040102
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Motivation Monitoring and Assessment Extension for Input-Process-Outcome Game Model

Abstract: This article proposes a Motivation Assessment-oriented Input-Process-Outcome Game Model (MotIPO), which extends the Input-Process-Outcome game model with game-centred and player-centred motivation assessments performed right from the beginning of the game-play. A feasibility case-study involving 67 participants playing an educational game and measuring their motivation through a questionnaire was conducted. The results have shown statistical significant difference between the motivation to play and motivation … Show more

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Cited by 15 publications
(4 citation statements)
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“…In the learning context, motivation is referred to as the energy to accomplish the goal of knowledge achievement, to initiate, and to maintain participation in the learning process (Zimmerman et al 1992). Motivation plays a significant role in the success of the learning process in general and of the game-based e-learning in particular (Ghergulescu and Muntean 2014b). At the same time, motivation is a driving agent behind both participation and progression in gaming environments (Konetes 2010).…”
Section: Engagement and Motivation Monitoringmentioning
confidence: 99%
“…In the learning context, motivation is referred to as the energy to accomplish the goal of knowledge achievement, to initiate, and to maintain participation in the learning process (Zimmerman et al 1992). Motivation plays a significant role in the success of the learning process in general and of the game-based e-learning in particular (Ghergulescu and Muntean 2014b). At the same time, motivation is a driving agent behind both participation and progression in gaming environments (Konetes 2010).…”
Section: Engagement and Motivation Monitoringmentioning
confidence: 99%
“…• Even if instructors recognise the benefit of being involved in serious game production, they may hesitate in actually becoming involved, due to time restraints and priorities towards their teaching duties [8], [21], [50]; • Instructor-led serious gaming implicates teacher control instead of learner control, and facilitators who take a directive role, enforce control, and perform a great deal of hand-holding and micromanagement, which is detrimental to learning and the development of self-regulatory skills [13], [36], [51]; • Interferences break the fidelity or flow of the game [36] and could cause loss of immersion [52]; • Assessments from human instructors are often subjective and comparisons between learners are inaccurate [2]; • Increased costs in terms of:…”
Section: ]mentioning
confidence: 99%
“…From the recent past, Human Compute Interaction is considered as the potential field of research which concentrates on the association between human individuals and technologies [1]. Human Computer Interaction attempts at defining novel interacting paradigms with various strategies to understand the methodologies that could be used by the humans for reliable communication with the computers [2]. These new Human Computer Interaction models are suitable in a wide range of applications that applies to the field Indonesian J Elec Eng & Comp Sci ISSN: 2502-4752  of industry, research, education and entertainment [3].…”
Section: Introductionmentioning
confidence: 99%