Can narrative cutscenes improve home learning from a math game? An experimental study with children
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216208%3A11320%2F21%3A10437242" target="_blank" >RIV/00216208:11320/21:10437242 - isvavai.cz</a>
Nalezeny alternativní kódy
RIV/00216208:11210/21:10437242
Výsledek na webu
<a href="https://verso.is.cuni.cz/pub/verso.fpl?fname=obd_publikace_handle&handle=fb1uOrj_iU" target="_blank" >https://verso.is.cuni.cz/pub/verso.fpl?fname=obd_publikace_handle&handle=fb1uOrj_iU</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.1111/bjet.12939" target="_blank" >10.1111/bjet.12939</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Can narrative cutscenes improve home learning from a math game? An experimental study with children
Popis výsledku v původním jazyce
Little is known about the instructional effects of narrative framing elements in child learning games. In this study, second and third graders (M-age = 8.24) played one of two versions of a successful, commercial mathematical learning game at home for 2 weeks (N = 95; between-subject design). The versions differed in the presence/absence of a background story conveyed through comic cutscenes at the beginning and the end of the game. Results showed that children played the game intensively in both conditions: despite not being forced to do so. Plus, they also learned from the game. As expected, children assigned to the cutscenes condition interfaced with the cutscenes. However, no between-group difference was detected in pre-post learning gains, parent-reported engagement, self-reported enjoyment, time spent with the game and the number of solved in-game tasks (all |ds| < 0.29). Altogether, no advantage or disadvantage from the narrative comic cutscenes was revealed.
Název v anglickém jazyce
Can narrative cutscenes improve home learning from a math game? An experimental study with children
Popis výsledku anglicky
Little is known about the instructional effects of narrative framing elements in child learning games. In this study, second and third graders (M-age = 8.24) played one of two versions of a successful, commercial mathematical learning game at home for 2 weeks (N = 95; between-subject design). The versions differed in the presence/absence of a background story conveyed through comic cutscenes at the beginning and the end of the game. Results showed that children played the game intensively in both conditions: despite not being forced to do so. Plus, they also learned from the game. As expected, children assigned to the cutscenes condition interfaced with the cutscenes. However, no between-group difference was detected in pre-post learning gains, parent-reported engagement, self-reported enjoyment, time spent with the game and the number of solved in-game tasks (all |ds| < 0.29). Altogether, no advantage or disadvantage from the narrative comic cutscenes was revealed.
Klasifikace
Druh
J<sub>imp</sub> - Článek v periodiku v databázi Web of Science
CEP obor
—
OECD FORD obor
50301 - Education, general; including training, pedagogy, didactics [and education systems]
Návaznosti výsledku
Projekt
—
Návaznosti
I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace
Ostatní
Rok uplatnění
2021
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název periodika
British Journal of Educational Technology
ISSN
0007-1013
e-ISSN
—
Svazek periodika
52
Číslo periodika v rámci svazku
1
Stát vydavatele periodika
GB - Spojené království Velké Británie a Severního Irska
Počet stran výsledku
15
Strana od-do
42-56
Kód UT WoS článku
000526564400001
EID výsledku v databázi Scopus
2-s2.0-85083450021