期刊论文详细信息
Smart Learning Environments
Reimagining how to understand learning game experiences: a qualitative and exploratory case study
Research
Håvard Almås1  Fay Giæver1  Felix Pinkow2 
[1] Department of Psychology, Norwegian University of Science and Technology, NTNU, 7491, Trondheim, Norway;Technische Universität Berlin, Straße Des 17, Juni 135, 10623, Berlin, Germany;
关键词: Collaborative learning;    Learning games;    Higher education;    Qualitative research;    Learning;    Engagement;   
DOI  :  10.1186/s40561-023-00234-0
 received in 2022-08-25, accepted in 2023-02-13,  发布年份 2023
来源: Springer
PDF
【 摘 要 】

While the use of games for learning in higher education is well established, existing research provides limited understanding of individual experiences that shape engagement and learning in collaborative learning games. Insights into players’ individual experiences can, however, contribute to a more nuanced utilization of learning games and to better understand differences in individual learning outcomes. Therefore, this study seeks to explore how learning is experienced by players in a collaborative learning game. To achieve this, the study investigates the incentive and interaction dimensions of learning and the role of engagement and motivation for learning in an online collaborative board game using an exploratory qualitative case study approach. The study draws on diverse data comprising several sources, including in-depth interviews, observation of participants during a learning game, written free-form feedback, and a survey regarding the play experience. Results accentuate the role of individual and contextual differences, especially pertaining to prior knowledge and applying knowledge in realistic settings, perception of novelty related to game learning, and support from instructors and group members. Findings are further contextualized by positioning them into theoretical foundations related to transactive memory systems and collaborative engagement. Suggestions are made for collaborative learning game practitioners to strive for intragroup acquaintance and establishing purpose and use before play, and for instructors to be trained to dynamically adapt the type and amount of support provided based on player needs.

【 授权许可】

CC BY   
© The Author(s) 2023. corrected publication 2023

【 预 览 】
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Fig. 4 4056KB Image download
Fig. 1 103KB Image download
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