2021
DOI: 10.3389/feduc.2021.660376
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Performance Over Enjoyment? Effect of Game-Based Learning on Learning Outcome and Flow Experience

Abstract: Competitiveness in serious games and game-based learning contexts, have been suggested to be associated with variations in flow experience pertaining from game experience. Evidence from the game-based learning literature suggested that game-based learning in general enhances learning outcomes, and applicable to learning psychology at the undergraduate level. Yet the magnitude of such effect remains mixed from empirical evidence. The current study examines whether game-based learning, in competitive and non-com… Show more

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Cited by 21 publications
(10 citation statements)
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“…21 In recent years, people experience flow in a variety of professional and leisure activities. For example, physical activities, 22 , 23 gamification teaching, 24 and online games, 25 etc.…”
Section: Literature Reviewmentioning
confidence: 99%
“…21 In recent years, people experience flow in a variety of professional and leisure activities. For example, physical activities, 22 , 23 gamification teaching, 24 and online games, 25 etc.…”
Section: Literature Reviewmentioning
confidence: 99%
“…It encourages building knowledge during the learning process through games (Wati & Yuniawatika, 2020). Chan et al (2021) are of the view that game-based learning promotes students' success through improved learning outcomes. Moreover, Akour et al (2020) state that through games, students develop multiple skills, including selfevaluation and leadership abilities.…”
Section: Game-based Learningmentioning
confidence: 99%
“…The key factor in an educational game is enhancing knowledge, and the game should capture the player's focus on the learning activities while also providing a sense of control over the game and engaging them in the gaming environment to aid the player in learning. Moreover, goal clarity, feedback, and social interaction in the game may interact to affect learning outcomes [22]. Immersion is considered a critical element in game-based learning, which promotes learner engagement.…”
Section: A Literature Reviewmentioning
confidence: 99%