Motivational incentives in the context of online game-based formative assessment and improved student learning performance

IF 4.8 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Education and Information Technologies Pub Date : 2024-09-02 DOI:10.1007/s10639-024-12974-8
Ying-Lien Lin, Wei-Tsong Wang, Chih-Chen Kuo, Pi-Hsin Chen
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Abstract

This study explores the factors influencing students' online game-based learning (OGBL) performance. At present, motivating students to engage in learning actively represents a significant challenge faced by teachers and other stakeholders. Additionally, the findings of a variety of OGBL studies have been inconsistent or contradictory, particularly regarding virtual rewards. This study integrates self-determination theory and flow theory as a theoretical basis for analyzing data collected from 105 undergraduate students using a quasi-experimental design and the partial least square structural equation modeling (PLS-SEM) approach. The results reveal that students' intrinsic motivation positively influences their enjoyment and focused attention. Autonomous motivation positively influences their learning performance. Furthermore, intrinsic motivation and focused attention are critical mediators in the proposed research model. The findings of this study contribute to the application of self-determination theory and flow theory in the OGBL context and provide suggestions for teachers and stakeholders with regard to promoting students' learning.

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基于网络游戏的形成性评价背景下的激励措施和学生学习成绩的提高
本研究探讨了影响学生在线游戏式学习(OGBL)表现的因素。目前,激励学生积极主动地参与学习是教师和其他利益相关者面临的一项重大挑战。此外,各种基于网络游戏的学习(OGBL)研究结果不一致或相互矛盾,尤其是关于虚拟奖励的研究。本研究以自我决定理论和流动理论为理论基础,采用准实验设计和偏最小二乘法结构方程建模(PLS-SEM)方法,分析了从 105 名本科生那里收集到的数据。结果显示,学生的内在动机对他们的学习乐趣和集中注意力有积极影响。自主动机对学习成绩有积极影响。此外,内在动机和集中注意力是拟议研究模型中的关键中介因素。本研究的结果有助于自我决定理论和流动理论在奥博班背景下的应用,并为教师和利益相关者提供了促进学生学习的建议。
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来源期刊
Education and Information Technologies
Education and Information Technologies EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
10.00
自引率
12.70%
发文量
610
期刊介绍: The Journal of Education and Information Technologies (EAIT) is a platform for the range of debates and issues in the field of Computing Education as well as the many uses of information and communication technology (ICT) across many educational subjects and sectors. It probes the use of computing to improve education and learning in a variety of settings, platforms and environments. The journal aims to provide perspectives at all levels, from the micro level of specific pedagogical approaches in Computing Education and applications or instances of use in classrooms, to macro concerns of national policies and major projects; from pre-school classes to adults in tertiary institutions; from teachers and administrators to researchers and designers; from institutions to online and lifelong learning. The journal is embedded in the research and practice of professionals within the contemporary global context and its breadth and scope encourage debate on fundamental issues at all levels and from different research paradigms and learning theories. The journal does not proselytize on behalf of the technologies (whether they be mobile, desktop, interactive, virtual, games-based or learning management systems) but rather provokes debate on all the complex relationships within and between computing and education, whether they are in informal or formal settings. It probes state of the art technologies in Computing Education and it also considers the design and evaluation of digital educational artefacts.  The journal aims to maintain and expand its international standing by careful selection on merit of the papers submitted, thus providing a credible ongoing forum for debate and scholarly discourse. Special Issues are occasionally published to cover particular issues in depth. EAIT invites readers to submit papers that draw inferences, probe theory and create new knowledge that informs practice, policy and scholarship. Readers are also invited to comment and reflect upon the argument and opinions published. EAIT is the official journal of the Technical Committee on Education of the International Federation for Information Processing (IFIP) in partnership with UNESCO.
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