2018
DOI: 10.1016/j.compedu.2018.05.004
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Motivation is a game: Massively multiplayer online games as agents of motivation in higher education

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Cited by 45 publications
(19 citation statements)
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References 76 publications
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“…Item 11 refers to whether the teacher had led students to play games to learn English and it had the lowest means of 2.69 among the whole scale. The lowest means of item 11 indicated that games were not commonly observed in online learning even though considerable evidence shows that games provide "robust, stimulating and motivating environments" for learners (Bawa, Watson & Watson, 2018). In fact, various digital games have been used by many commercial online courses in China as technological tools and stimulus to orient and engage distance learners.…”
Section: Affective Rolementioning
confidence: 99%
“…Item 11 refers to whether the teacher had led students to play games to learn English and it had the lowest means of 2.69 among the whole scale. The lowest means of item 11 indicated that games were not commonly observed in online learning even though considerable evidence shows that games provide "robust, stimulating and motivating environments" for learners (Bawa, Watson & Watson, 2018). In fact, various digital games have been used by many commercial online courses in China as technological tools and stimulus to orient and engage distance learners.…”
Section: Affective Rolementioning
confidence: 99%
“…As the result, people with more experience will face benefits like they tend to be more aware toward their behaviour and attitude (Petty, et al, 2007), also have a specific characteristic which differs them with another person (Bandura, 2006). Since many experts believed that the use of digital gaming activities has a significant impact toward the development of self-efficacy (Bawa et al, 2018;Hopp, et al, 2015;Klimmt & Hartmann, 2008), the students with specific gaming experiences might also carry out the characteristics too.…”
Section: The Digital Game Experience Upon Self-efficacymentioning
confidence: 99%
“…individual games and devices, game genres, and accessibility. It is essential to define the degree of gaming experiences since the in-game immersion is different between one gamer to the others (Cairns, et al, 2000;Bawa, et al, 2018).…”
Section: The Digital Game Experience Upon Self-efficacymentioning
confidence: 99%
“…The possibility of using a multiplayer online game MMOG is noted. The researchers are analyzing the experiences of using this content in English and Business courses that used an MMOG-based curriculum [10].…”
Section: Introductionmentioning
confidence: 99%