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Impact of online instructional game features on college students' perceived motivational support and cognitive investment: A structural equation modeling study

机译:在线教学游戏功能对大学生感知的动机支持和认知投资的影响:结构方程模型研究

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摘要

Colleges and universities have begun to understand the instructional potential of digital game-based learning (DGBL) due to digital games' immersive features. These features, however, might overload learners as excessive motivational and cognitive stimuli thus impeding intended learning. Current research, however, lacks empirical evidences to align game features with their motivational and cognitive support. Therefore, this study explored the relationship among game features, learners' perceived motivational support, and cognitive investment based on the Theory on Motivation, Volition, and Performance (MVP). Based on 264 college students' responses after playing an open online instructional game, the finding first revealed three converging factors of DGBL features (game appeal, game involvement, game structure). Second, a structural equation modeling identified a significant model that aligns with MVP theory's constructs. Future research should develop a consolidated design model to consider all identified empirical relationships in order to support efficient digital game-based learning.
机译:由于数字游戏的身临其境的特性,大学和大学已经开始了解基于数字游戏的学习(DGBL)的教学潜力。但是,这些特征可能会由于过度的动机和认知刺激而使学习者超负荷,从而阻碍了预期的学习。但是,当前的研究缺乏将游戏功能与其动机和认知支持相匹配的经验证据。因此,本研究基于动机,意志和绩效理论(MVP)探索了游戏功能,学习者感知的动机支持和认知投资之间的关系。根据264位大学生在玩开放式在线教学游戏后的回答,该发现首先揭示了DGBL功能的三个融合因素(游戏吸引力,游戏参与度,游戏结构)。其次,结构方程模型确定了一个与MVP理论的构造相符的重要模型。未来的研究应开发一个综合的设计模型,以考虑所有已确定的经验关系,以支持基于数字游戏的高效学习。

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