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Journal ArticleDOI

Motivation and performance in a game-based intelligent tutoring system.

G. Tanner Jackson, +1 more
- 01 Nov 2013 - 
- Vol. 105, Iss: 4, pp 1036-1049
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TLDR
In this article, the authors examined motivation and learning for 84 high-school students across eight 1-hr sessions comparing two versions of a reading strategy tutoring system, an intelligent tutoring scheme (iSTART) and a game-based learning environment, iSTART-ME.
Abstract
One strength of educational games stems from their potential to increase students’ motivation and engagement during educational tasks. However, game features may also detract from principle learning goals and interfere with students’ ability to master the target material. To assess the potential impact of game-based learning environments, in this study we examined motivation and learning for 84 high-school students across eight 1-hr sessions comparing 2 versions of a reading strategy tutoring system, an intelligent tutoring system (iSTART) and its game-based version (iSTART–ME). The results demonstrate equivalent target task performance (i.e., learning) across environments at pretest, posttest, and retention, but significantly higher levels of enjoyment and motivation for the game-based system. Analyses of performance across sessions reveal an initial decrease in performance followed by improvement within the game-based training condition. These results suggest possible constraints and benefits of game-based training, including time-scale effects. The findings from this study offer a potential explanation for some of the mixed findings within the literature and support the integration of game-based features within intelligent tutoring environments that require long-term interactions for students to develop skill mastery.

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BookDOI

Handbook of Self-Regulation of Learning and Performance

TL;DR: Self-Regulation of learning and performance has been studied extensively in the literature as mentioned in this paper, with a focus on the role of self-regulation in the development of learners' skills and abilities.
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Gamification in assessment: Do points affect test performance?

TL;DR: No effect of the point manipulation on accuracy of responses, although the speed of responses increased, and middle school participants' reactions to the test revealed higher likeability ratings for the test under the points condition, but only in the first of the two sessions.
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Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz

TL;DR: The study findings demonstrated that the scientific research methods academic achievement x student engagement x group interaction model (Wilks's lambda = . × group interaction model ) led to a difference in academic achievement and student engagement.
Journal ArticleDOI

Help Helps, But Only So Much: Research on Help Seeking with Intelligent Tutoring Systems

TL;DR: Although the work made a number of contributions, including the creation of a knowledge-engineered, rule-based, executable model of help seeking that can drive tutoring, it is recommended that on-demand, principle-based help during tutored problem solving be included in ITSs.
Journal ArticleDOI

Writing pal: Feasibility of an intelligent writing strategy tutor in the high school classroom

TL;DR: The Writing Pal (W-Pal) is a tutoring system that offers writing strategy instruction, game-based practice, essay writing practice, and formative feedback to developing writers as mentioned in this paper.
References
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Book

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TL;DR: In this paper, Cole and Scribner discuss the role of play in children's development and play as a tool and symbol in the development of perception and attention in a prehistory of written language.
Book

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TL;DR: Good computer and video games like System Shock 2, Deus Ex, Pikmin, Rise of Nations, Neverwinter Nights, and Xenosaga: Episode 1 are learning machines as mentioned in this paper.
Journal ArticleDOI

Self-Efficacy Beliefs in Academic Settings

TL;DR: In this article, the authors examined the contribution made by the self-efficacy component of Bandura's (1986) social cognitive theory to the study of self-regulation and motivation in academic settings.
Book ChapterDOI

The role of goal orientation in self-regulated learning.

TL;DR: In this paper, a general framework of mastery and performance goals is proposed to conceptualize the academic achievement goals that students may adopt in classroom settings and their role in facilitating or constraining self-regulated learning.
Journal ArticleDOI

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TL;DR: In this paper, a framework for skill acquisition is proposed that includes two major stages in the development of a cognitive skill: a declarative stage in which facts about the skill domain are interpreted and a procedural stage where the domain knowledge is directly embodied in procedures for performing the skill.
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