4.7 Article

Comparing animated and static modes in educational gameplay on user interest, performance and gameplay anxiety

Journal

COMPUTERS & EDUCATION
Volume 88, Issue -, Pages 109-118

Publisher

PERGAMON-ELSEVIER SCIENCE LTD
DOI: 10.1016/j.compedu.2015.04.018

Keywords

Elementary education; Human-computer interface; Improving classroom teaching; Interactive learning environments; Media in education

Funding

  1. Aim for the Top University Project of National Taiwan Normal University (NTNU) - Ministry of Education, Taiwan
  2. International Research-Intensive Center of Excellence Program of NTNU
  3. Ministry of Science and Technology, Taiwan [MOST 103-2911-I-003-301, MOST 101-2511-S-003-056-MY3, MOST 104-2911-I-003-301]

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To compare the perception of animated to static mode of gameplay and how it affects the emotional state and performance of playing, this study designed two games, Chinese idiom string up game (CISUG) and Chinese idiom fishing game (CIFG). Seven classes with a total of 238 students were invited to participate in CIFG, and six classes with a total of 211 students were recruited for CISUG. All participants were 5th and 6th grade elementary school students. Performance achievement, interest level and gameplay anxiety were statistically examined using paired sample t-tests. The results revealed that the static mode fostered better performance. In addition, interest was found to be better maintained in the static mode than in the animated mode, but there was no difference between the two types of game modes in respect of gameplay anxiety. However, for both modes, gameplay anxiety did decrease slightly upon subsequent playing, though it did not reach a level of statistical significance. The results suggest that in educational game design, the use of static rather than animated modes should be considered when the objective is to help students achieve better performance in a competitive setting. (C) 2015 Elsevier Ltd. All rights reserved.

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