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Journal ArticleDOI

Comparing Serious Games and Educational Simulations

Nina Imlig-Iten, +1 more
- 01 Aug 2018 - 
- Vol. 49, Iss: 4, pp 401-422
TLDR
It is concluded that learning with serious games does not always lead to the expected increases in all aspects of engagement and learning outcomes, and research needs to address the interplay of game elements and their impact on engagement andlearning in more detail.
Abstract
Background and Aim. Serious games are generally considered to have positive effects on many aspects of learner engagement as well as on cognitive learning gains and subject-related interest. Yet few studies have examined which combination of game elements influence engagement and learning, and how these factors are related. For this reason, an experimental study was conducted to explore these aspects with regard to digital serious games. Method. Twelve primary school classes with 153 students from 9 to 12 years of age participated in this experimental field study using group comparisons. The students were randomly assigned to interact either with an educational simulation or a digital serious game. The results were analyzed using t-tests and hierarchical linear regressions. Results and Conclusion. Results show that there are no group differences in tested learning gains nor in self-reported cognitive learning gains or increase in interest. Although there are also no differences regarding enjoyment, self-reported levels of deep thinking are higher when learning with a serious game. While post-test knowledge is only influenced by prior knowledge, self-reported cognitive learning gains and increases in interest are both positively correlated with deep thinking and enjoyment. These results lead to the conclusion that learning with serious games does not always lead to the expected increases in all aspects of engagement and learning outcomes. Thus, research needs to address the interplay of game elements and their impact on engagement and learning in more detail.

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Citations
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TL;DR: It is suggested that both enjoyment and user experience satisfaction for children aged 8 to 10 years were positively correlated with their learning and that were significant predictors of it.
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Encouraging gameful experience in digital game-based learning: A double-mediation model of perceived instructional support, group engagement, and flow

Mona Höyng
TL;DR: In this article , a double-mediation model is developed that considers the direct relationship between perceived instructional support and students' gameful experience and examines the mediating roles of group engagement and flow in this direct relationship.
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Proceedings ArticleDOI

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Journal ArticleDOI

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What are some of the challenges in evaluating the impact of games on learning?

One challenge in evaluating the impact of games on learning is understanding the interplay of game elements and their impact on engagement and learning outcomes.