Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/91351
PIRA download icon_1.1View/Download Full Text
DC FieldValueLanguage
dc.contributorDepartment of Applied Social Sciences-
dc.creatorChan, K-
dc.creatorWan, K-
dc.creatorKing, V-
dc.date.accessioned2021-11-03T06:52:54Z-
dc.date.available2021-11-03T06:52:54Z-
dc.identifier.urihttp://hdl.handle.net/10397/91351-
dc.language.isoenen_US
dc.publisherFrontiers Research Foundationen_US
dc.rights© 2021 Chan, Wan and King. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY) (https://creativecommons.org/licenses/by/4.0/). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.en_US
dc.rightsThe following publication Chan K, Wan K and King V (2021) Performance Over Enjoyment? Effect of Game-Based Learning on Learning Outcome and Flow Experience. Front. Educ. 6:660376 is available at https://doi.org/10.3389/feduc.2021.660376en_US
dc.subjectCompetitive gameen_US
dc.subjectGame flowen_US
dc.subjectGame-based learningen_US
dc.subjectSocial learningen_US
dc.subjectUndergraduate learningen_US
dc.titlePerformance over enjoyment? Effect of game-based learning on learning outcome and flow experienceen_US
dc.typeJournal/Magazine Articleen_US
dc.identifier.volume6-
dc.identifier.doi10.3389/feduc.2021.660376-
dcterms.abstractCompetitiveness in serious games and game-based learning contexts, have been suggested to be associated with variations in flow experience pertaining from game experience. Evidence from the game-based learning literature suggested that game-based learning in general enhances learning outcomes, and applicable to learning psychology at the undergraduate level. Yet the magnitude of such effect remains mixed from empirical evidence. The current study examines whether game-based learning, in competitive and non-competitive game format, would lead to differentiated gains on learning outcomes, perceived flow experience from game-based learning, and their interaction. We wish to test whether competitive and non-competitive formats of game-based learning could be characterized with different configurations of game flow experience that encapsulate the game-based learning experience, as well as the extent to which such predominant game flow experience would correlate with observed learning outcomes from featured game-based learning conditions. Effect of game-based learning was tested with an 2 × 2 experimental design. Participating learners (n = 142) were randomly assigned into either one out of four experimental conditions based on a 2 × 2 block design with two independent variables, competitiveness of game-based learning (competitive vs. non-competitive), and format of game-based learning (group vs. individual). Participating Learners in each of the conditions were assessed on learning outcomes related to the subject matters intended for the game-based learning artefacts. Results on learning outcomes revealed a significant main effect of competitiveness of game-based learning was observed, but not for format nor interaction effect. Main effect of format of game-based learning when learning in groups was observed from another two-way ANOVA analysis in a finite set of eGameFlow constructs including feedback, autonomy, goal clarity, and social interaction. Interaction effects between competitiveness of game-based learning and format was observed in autonomy and goal clarity constructs. Results from this study suggested that competitiveness and group format does not necessarily warrant improvement on learning outcomes in the game-based learning context. Main effects on cognitive flow dimensions align with the performance orientation among Asian learners. Further research would shed light on identifying levels of optimal gamified elements while assuring improvement on intended learning outcomes in the Asian tertiary education context.-
dcterms.accessRightsopen accessen_US
dcterms.bibliographicCitationFrontiers in education, June 2021, v. 6, 660376-
dcterms.isPartOfFrontiers in education-
dcterms.issued2021-06-
dc.identifier.scopus2-s2.0-85108376055-
dc.identifier.eissn2504-284X-
dc.identifier.artn660376-
dc.description.validate202110 bcvc-
dc.description.oaVersion of Recorden_US
dc.identifier.FolderNumberOA_Scopus/WOSen_US
dc.description.pubStatusPublisheden_US
Appears in Collections:Journal/Magazine Article
Files in This Item:
File Description SizeFormat 
feduc-06-660376.pdf1.17 MBAdobe PDFView/Open
Open Access Information
Status open access
File Version Version of Record
Access
View full-text via PolyU eLinks SFX Query
Show simple item record

Page views

119
Last Week
0
Last month
Citations as of Apr 28, 2024

Downloads

57
Citations as of Apr 28, 2024

SCOPUSTM   
Citations

15
Citations as of Apr 26, 2024

WEB OF SCIENCETM
Citations

7
Citations as of May 2, 2024

Google ScholarTM

Check

Altmetric


Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.