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Motivating factors and intrinsic integration of knowledge in educational games
Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
2016 (English)Conference paper (Refereed)
Abstract [en]

Several studies indicate that the educational potential of games has not been fully realised, and a lot of games used in education do not live up to the duality of entertainment and educational outcomes. While there is an endeavour to digitise and personalise education by using computer games there is a lack of knowledge about what makes an educational game effective. By examining popular entertainment games this study seeks to identify which factors are important for players' learning motivation. This study aims to explore and discuss if and how motivating factors and intrinsic integration of knowledge in educational games might be related to perceived acquisition of knowledge. Players of educational games were recruited from gaming forums and a questionnaire was used to collect data. The study used Lepper's and Malone's set of heuristics for intrinsic motivation in interactive learning environments and Habgood's and Ainsworth's theory of intrinsic integration to examine the relationship between these factors and the educational use of digital games. In addition to the direct acquisition of knowledge from gaming there was also an analysis of gamers' tangential learning. Results from a t-test showed that tangential learning was significantly more important for two of the tested games. Correlation analysis revealed several relationships between factors, where intrinsic integration was pointed out as particularly interesting for knowledge acquisition and tangential learning. Results showed weak or no relationships for Lepper and Malone factors, but with some tendencies for control, imagination and competition.

Place, publisher, year, edition, pages
Academic Conferences Publishing, 2016.
Keyword [en]
Educational games, Intrinsic integration, Tangential learning, Game-based learning, Learning motivation
National Category
Information Systems
Research subject
Computer and Systems Sciences
Identifiers
URN: urn:nbn:se:su:diva-135434ISBN: 978‐1‐911218‐09‐8OAI: oai:DiVA.org:su-135434DiVA: diva2:1045218
Conference
The 10th European Conference on Games Based Learning (ECGBL), Paisley, United Kingdom, 6th to 7th October 2016
Available from: 2016-11-08 Created: 2016-11-08 Last updated: 2016-11-18

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Mozelius, PeterFagerström, Andreas
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