2023
DOI: 10.1186/s40561-023-00234-0
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Reimagining how to understand learning game experiences: a qualitative and exploratory case study

Abstract: While the use of games for learning in higher education is well established, existing research provides limited understanding of individual experiences that shape engagement and learning in collaborative learning games. Insights into players’ individual experiences can, however, contribute to a more nuanced utilization of learning games and to better understand differences in individual learning outcomes. Therefore, this study seeks to explore how learning is experienced by players in a collaborative learning … Show more

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Cited by 5 publications
(3 citation statements)
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“…The results of this study revealed that the mean decision-making performance scores of the experimental group were significantly higher than those of the control group, which indicated that the guidance through the interactive contextual clue scaffolding and the NPC dialogic interactions were productive for decision-making analysis. It has been suggested that the problem-solving process through exploration may contribute to learners’ learning in games (Almås et al, 2023).…”
Section: Discussionmentioning
confidence: 99%
“…The results of this study revealed that the mean decision-making performance scores of the experimental group were significantly higher than those of the control group, which indicated that the guidance through the interactive contextual clue scaffolding and the NPC dialogic interactions were productive for decision-making analysis. It has been suggested that the problem-solving process through exploration may contribute to learners’ learning in games (Almås et al, 2023).…”
Section: Discussionmentioning
confidence: 99%
“…Through engaging in puzzle-solving, translating inscriptions, and making decisions that influence the narrative, players are immersed deeply in both the storyline and the tasks. Heaven's Vault illustrates that the key to achieving a balanced game design lies in seamlessly integrating narrative depth with task-driven gameplay, thus enriching the overall player experience [81].…”
Section: Uncommon Attributesmentioning
confidence: 99%
“…In the educational field, motivation is the state of mind that students manifest in their teachinglearning process, that is, the interest they have in creating their own learning by building their own knowledge [10]. So, based on self-determination theory, "motivation and learning are linked, with motivation depending on the intrinsic needs of competence, autonomy, and relatedness" [11], which also mean that an affective component, such as socialization, is also important in the learning process of the students. These are the theoretical bases of gamification in this study.…”
Section: Introductionmentioning
confidence: 99%