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You like it, you learn it: affectivity and learning in competitive social role play gaming

Identifikátory výsledku

  • Kód výsledku v IS VaVaI

    <a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216208%3A11320%2F16%3A10329841" target="_blank" >RIV/00216208:11320/16:10329841 - isvavai.cz</a>

  • Výsledek na webu

    <a href="http://dx.doi.org/10.1007/s11412-016-9237-3" target="_blank" >http://dx.doi.org/10.1007/s11412-016-9237-3</a>

  • DOI - Digital Object Identifier

    <a href="http://dx.doi.org/10.1007/s11412-016-9237-3" target="_blank" >10.1007/s11412-016-9237-3</a>

Alternativní jazyky

  • Jazyk výsledku

    angličtina

  • Název v původním jazyce

    You like it, you learn it: affectivity and learning in competitive social role play gaming

  • Popis výsledku v původním jazyce

    Despite the alleged ability of digital game-based learning (DGBL) to foster positive affect and in turn improve learning, the link between affectivity and learning has not been sufficiently investigated in this field. Regarding learning from team-based games with competitive elements, even less is known about the relationship between competitiveness (as a dispositional trait) and induced positive affect. In this media comparison study with between-subject design, participants (N = 325; high school and college students) learned about the EU's policy agenda by means of a debate-based method delivered through one of three educational media: a) through a social role-playing game with competitive elements played on computers, b) through a very similar game played without computers and c) through a non-game workshop. Unlike many previous DGBL studies, this study used participant randomization and strived to address the teacher effect and the length of exposure effect, while also using the same learning materials and a very similar educational method for all three treatments. Both games induced comparatively higher generalized positive affect and flow. Participants also learned more with the games. Positive affect, but not flow, mediated the influence of educational media on learning gains. Participants' competitiveness was partly related to positive affect and experiencing flow but unrelated to learning gains. These outcomes held both when the game was played using computers, as well as without them. The study indicates that the ability of an educational intervention to instigate positive affect is an important feature that should be considered by educational designers.

  • Název v anglickém jazyce

    You like it, you learn it: affectivity and learning in competitive social role play gaming

  • Popis výsledku anglicky

    Despite the alleged ability of digital game-based learning (DGBL) to foster positive affect and in turn improve learning, the link between affectivity and learning has not been sufficiently investigated in this field. Regarding learning from team-based games with competitive elements, even less is known about the relationship between competitiveness (as a dispositional trait) and induced positive affect. In this media comparison study with between-subject design, participants (N = 325; high school and college students) learned about the EU's policy agenda by means of a debate-based method delivered through one of three educational media: a) through a social role-playing game with competitive elements played on computers, b) through a very similar game played without computers and c) through a non-game workshop. Unlike many previous DGBL studies, this study used participant randomization and strived to address the teacher effect and the length of exposure effect, while also using the same learning materials and a very similar educational method for all three treatments. Both games induced comparatively higher generalized positive affect and flow. Participants also learned more with the games. Positive affect, but not flow, mediated the influence of educational media on learning gains. Participants' competitiveness was partly related to positive affect and experiencing flow but unrelated to learning gains. These outcomes held both when the game was played using computers, as well as without them. The study indicates that the ability of an educational intervention to instigate positive affect is an important feature that should be considered by educational designers.

Klasifikace

  • Druh

    J<sub>x</sub> - Nezařazeno - Článek v odborném periodiku (Jimp, Jsc a Jost)

  • CEP obor

    AN - Psychologie

  • OECD FORD obor

Návaznosti výsledku

  • Projekt

    <a href="/cs/project/GPP407%2F12%2FP152" target="_blank" >GPP407/12/P152: Vzdělávací efekty výukových simulací</a><br>

  • Návaznosti

    P - Projekt vyzkumu a vyvoje financovany z verejnych zdroju (s odkazem do CEP)

Ostatní

  • Rok uplatnění

    2016

  • Kód důvěrnosti údajů

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

Údaje specifické pro druh výsledku

  • Název periodika

    International Journal of Computer-Supported Collaborative Learning

  • ISSN

    1556-1607

  • e-ISSN

  • Svazek periodika

    11

  • Číslo periodika v rámci svazku

    3

  • Stát vydavatele periodika

    US - Spojené státy americké

  • Počet stran výsledku

    36

  • Strana od-do

    313-348

  • Kód UT WoS článku

    000385153700004

  • EID výsledku v databázi Scopus

    2-s2.0-84980017921