Abstract

Although educational games have become prevalent in recent research, only a limited number of studies have considered learners’ learning behaviors while playing a science problem-solving game. Introducing a competitive element to game-based learning is promising; however, research has produced ambiguous results, indicating that more studies should investigate its pros and cons of competition. A total of 57 seventh-grade students participated in the study and were assigned to two conditions: competition or noncompetition. Results revealed that students in the non-competition condition performed significantly better on the learning achievement test than those in the competition condition. With regard to the flow experience, no significant differences were found between the two conditions. The results of learning behavioral analyses revealed that, while both conditions resulted in students acquiring through means-ends strategies, students in the non-competition condition tended to read the instructions carefully and repeatedly sought additional supports to help themselves advance their conceptual understanding. These findings, when examined in light of previous research, call into question other types of competition in promoting engagement and supporting learning.

Details

Title
How Competition in a Game-based Science Learning Environment Influences Students’ Learning Achievement, Flow Experience, and Learning Behavioral Patterns
Author
Chen, Ching-Huei; Jun-Han, Liu; Wen-Chuan Shou
Pages
164-176
Section
Special Issue Articles
Publication year
2018
Publication date
2018
Publisher
International Forum of Educational Technology & Society
ISSN
11763647
e-ISSN
14364522
Source type
Scholarly Journal
Language of publication
English
ProQuest document ID
2147876301
Copyright
© 2018. This work is published under https://creativecommons.org/licenses/by-nc-nd/3.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.