2020
DOI: 10.1177/2042753020949983
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Learning through video games: The impacts of competition and cooperation

Abstract: The purpose of this study was to explore four different methods of instruction: a traditional slideshow control group, and three groups using an educational video game played either individually or facilitated with a competitive or cooperative social structure. The instructional tool was an educational video game designed to teach a personal finance lesson on credit scores through individual play. The research questions focused on differences in participant performance, engagement, and attitude. The participan… Show more

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Cited by 19 publications
(12 citation statements)
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References 65 publications
(100 reference statements)
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“…In addition, gamification in education seems to be effective strategy to enhance engagement and motivation of learners, 26 especially if it is designed with an interactive response system 27 . Not only competition but also collaboration can motivate and engage learners in game‐based learning 28,29 . Educational games are able to create a social constructivist learning environment, where learners can construct their knowledge through interactions with their peers and instructors.…”
Section: Introductionmentioning
confidence: 99%
See 1 more Smart Citation
“…In addition, gamification in education seems to be effective strategy to enhance engagement and motivation of learners, 26 especially if it is designed with an interactive response system 27 . Not only competition but also collaboration can motivate and engage learners in game‐based learning 28,29 . Educational games are able to create a social constructivist learning environment, where learners can construct their knowledge through interactions with their peers and instructors.…”
Section: Introductionmentioning
confidence: 99%
“…27 Not only competition but also collaboration can motivate and engage learners in game-based learning. 28,29 Educational games are able to create a social constructivist learning environment, where learners can construct their knowledge through interactions with their peers and instructors. This concept is promising for learners to self-direct their learning, especially when support is required.…”
Section: Introductionmentioning
confidence: 99%
“…The learning model can be thought of as a set of ideas that explain how to organize learning experiences in a way that helps you reach your learning goals. "cooperative learning" is a way for students to learn in which they work together in small groups to solve problems (Erickson & Sammons-Lohse, 2020). "A cooperative learning model is a set of learning activities that students do in groups in order to reach the learning goals that have been set.…”
Section: Learning Model Team Games Tournamentmentioning
confidence: 99%
“…Today's children are growing up around video games for both entertainment and educational purposes (Adams, 2011;Erickson & Sammons-Lohse, 2021;Gee, 2003;Marsh & Millard, 2000) and are extremely video game-literate (Annetta et al, 2009). Video games offer opportunities "to design, implement, and study virtual learning experiences in real classrooms" (Annetta et al, 2009(Annetta et al, , p. 1105.…”
Section: Video Gamesmentioning
confidence: 99%
“…Video games offer opportunities "to design, implement, and study virtual learning experiences in real classrooms" (Annetta et al, 2009(Annetta et al, , p. 1105. Studies have shown that video games are engaging and effective educational tools (Annetta et al, 2009;Beserra et al, 2019;Erickson & Sammons-Lohse, 2021;Gee, 2003;Marsh & Millard, 2000;Toh & Kirschner, 2020). Gee (2003) even argued that "learning in good video games fits better with the modern, high-tech, global world today's children and teenagers live in than do the theories (and practices) of learning that they see in school" (p. 7).…”
Section: Video Gamesmentioning
confidence: 99%