All

What are you looking for?

All
Projects
Results
Organizations

Quick search

  • Projects supported by TA ČR
  • Excellent projects
  • Projects with the highest public support
  • Current projects

Smart search

  • That is how I find a specific +word
  • That is how I leave the -word out of the results
  • “That is how I can find the whole phrase”

Children like it more but don't learn more: Effects of esthetic visual design in educational games

The result's identifiers

  • Result code in IS VaVaI

    <a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216208%3A11210%2F19%3A10379001" target="_blank" >RIV/00216208:11210/19:10379001 - isvavai.cz</a>

  • Alternative codes found

    RIV/00216208:11320/19:10379001

  • Result on the web

    <a href="https://verso.is.cuni.cz/pub/verso.fpl?fname=obd_publikace_handle&handle=bocH3ZrwNM" target="_blank" >https://verso.is.cuni.cz/pub/verso.fpl?fname=obd_publikace_handle&handle=bocH3ZrwNM</a>

  • DOI - Digital Object Identifier

    <a href="http://dx.doi.org/10.1111/bjet.12701" target="_blank" >10.1111/bjet.12701</a>

Alternative languages

  • Result language

    angličtina

  • Original language name

    Children like it more but don't learn more: Effects of esthetic visual design in educational games

  • Original language description

    Little is known about what design elements in digital learning games enhance learning; especially in the case of child audiences. This study examines the effects of a learning game&apos;s visual design on perceived attractiveness and learning outcomes. We developed two visual designs for the game: one with supposedly high esthetic value and another with a low esthetic value. Participants (children between 9 and 11 years of age, N = 53) were randomly divided into two groups. Each group interacted with their assigned version for about 20 minutes and then evaluated its visual attractiveness without knowing about the other version. Then, they evaluated the attractiveness of the complementary version. As the next step, they evaluated both versions side-by-side. During the free-choice period, children could continue playing one of the game versions or a different game. They clearly preferred the high esthetic version in evaluations (d &gt; 0.86) and in the free-choice period (62% preferred the high esthetic version of the target game), but this did not improve their learning outcomes (comprehension: d = -0.59; transfer: d = -0.16). Possible explanations of this effect are discussed in terms of cognitive load theory and cognitive-affective theory of learning from media.

  • Czech name

  • Czech description

Classification

  • Type

    J<sub>imp</sub> - Article in a specialist periodical, which is included in the Web of Science database

  • CEP classification

  • OECD FORD branch

    50301 - Education, general; including training, pedagogy, didactics [and education systems]

Result continuities

  • Project

  • Continuities

    I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace

Others

  • Publication year

    2019

  • Confidentiality

    S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů

Data specific for result type

  • Name of the periodical

    British Journal of Educational Technology

  • ISSN

    0007-1013

  • e-ISSN

  • Volume of the periodical

    50

  • Issue of the periodical within the volume

    4

  • Country of publishing house

    GB - UNITED KINGDOM

  • Number of pages

    19

  • Pages from-to

    1942-1960

  • UT code for WoS article

    000478642900029

  • EID of the result in the Scopus database

    2-s2.0-85055755721