It’s Better to Enjoy Learning than Playing: Motivational Effects of an Educational Live Action Role-playing Game
The result's identifiers
Result code in IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F68081740%3A_____%2F19%3A00509457" target="_blank" >RIV/68081740:_____/19:00509457 - isvavai.cz</a>
Alternative codes found
RIV/00216208:11320/19:10420083 RIV/00216208:11210/19:10420083
Result on the web
<a href="https://journals.sfu.ca/flr/index.php/journal/article/view/459" target="_blank" >https://journals.sfu.ca/flr/index.php/journal/article/view/459</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.14786/flr.v7i3.459" target="_blank" >10.14786/flr.v7i3.459</a>
Alternative languages
Result language
angličtina
Original language name
It’s Better to Enjoy Learning than Playing: Motivational Effects of an Educational Live Action Role-playing Game
Original language description
Game-based learning is supposed to motivate learners. However, to what degree does motivation driven by interest in playing an instructional game affect learning outcomes compared to motivation driven by interest in the very learning process? This is not known. In this study with a unique design and intervention, young adults (N = 128, a heterogeneous sample) learned how to control an electro-mechanical device in a 40-minute-long learning session integrated into a 2-hour-long educational live action role-playing game (edu-LARP). Edu-LARPs are supposedly engaging games where players take part in team role-playing by physically enacting characters in a fictional universe. In our edu-LARP, players had to understand how the to-be-learned device worked in order to win the game. Departing from typical game-based learning research, learning- and playing-related variables were assessed for each learner separately (i.e., a within-subject design). Affective-motivational factors related to playing (rather than learning) predicted learning outcomes in a positive, but considerably weaker, way compared to learning-related, affective-motivational factors. Developed interest in LARP-like games was primarily related to enjoying the game rather than better learning outcomes, whereas, developed interest in the instructional domain was primarily related to enjoyment of learning and better learning outcomes. Overall, autonomous motivation to play was connected to higher learning outcomes, but this connection was weak.
Czech name
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Czech description
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Classification
Type
J<sub>ost</sub> - Miscellaneous article in a specialist periodical
CEP classification
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OECD FORD branch
50101 - Psychology (including human - machine relations)
Result continuities
Project
<a href="/en/project/GA15-14715S" target="_blank" >GA15-14715S: Linking Higher State Engagement to Acquisition of Better Mental Models</a><br>
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
Frontline Learning Research
ISSN
2295-3159
e-ISSN
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Volume of the periodical
7
Issue of the periodical within the volume
3
Country of publishing house
DE - GERMANY
Number of pages
27
Pages from-to
64-90
UT code for WoS article
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EID of the result in the Scopus database
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