返回
Game-based learning engagement: A theory- and data-driven exploration
DOI:10.1111/bjet.12314.png)
摘要
En 中文
The promise of using games for learning is that play- and learning-engagement would occur cohesively as a whole to compose a highly motivated learning experience. Yet the conceptualization of such an integrative process in the development of play-based learning engagement is lacking. In this analytical paper, we explored and conceptualized the nature and development of game-based learning engagement via an iterative, two-stage analytical process. The first stage was theory driven. The literatures on motives of play, game and cognitive engagement, and game-based learning were reviewed and analyzed. Theoretical discussions on how learning engagement is activated and sustained during gameplay were distilled. The second stage was data driven. An in situ, multiple-case study was conducted to further examine affective and cognitive facets of learning engagement in gaming. The finding suggested that game-based learning engagement is an integrated and continuing process that advances from affective engagement driven by optimal challenge, cognitive engagement situated in playfulness, to potentially game-action-based content engagement.
Keyword:
SELF-EFFICACY
VIDEO GAME
COGNITIVE ENGAGEMENT
CHILDRENS ENGAGEMENT
STUDENT ENGAGEMENT
MOTIVATION
SCHOOL
ACHIEVEMENT
BELIEFS
GENDER
AI总结
对已上传原文的论文进行重点信息的提取,主要内容包括:简要概述、研究摘要、背景介绍、关键亮点、图文解析、展望与总结。
期刊
IF:
8.1
论文数:
5.7K
被引数:
9.6K
机构
引用论文
Decreased Circulating Transitional B-Cell to Memory B-Cell Ratio Is a Risk Factor for Relapse in Children with Steroid-Sensitive Nephrotic Syndrome
Nephron
IF0
ROLE OF SELF-EFFICACY AND SELF-CONCEPT BELIEFS IN MATHEMATICAL PROBLEM-SOLVING - A PATH-ANALYSIS自我效能感和自我概念信念在数学问题解决中的作用-路径分析
A case study of computer gaming for math: Engaged learning from gameplay?
COMPUTERS & EDUCATION
IF10.5
Identification with academics, intrinsic/extrinsic motivation, and self-efficacy as predictors of cognitive engagement与学者的认同,内在/外在动机和自我效能感作为认知参与的预测因素
COGNITIVE ENGAGEMENT VARIATIONS AMONG STUDENTS OF DIFFERENT ABILITY LEVEL AND SEX IN A COMPUTER PROBLEM-SOLVING GAME
SEX ROLES
IF3.4


