4.7 Article

Children's engagement during digital game-based learning of reading: The effects of time, rewards, and challenge

Journal

COMPUTERS & EDUCATION
Volume 71, Issue -, Pages 237-246

Publisher

PERGAMON-ELSEVIER SCIENCE LTD
DOI: 10.1016/j.compedu.2013.10.008

Keywords

Elementary education; Evaluation methodologies; Evaluation of CAL systems; Interactive learning environments

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This study investigated the effects of two game features (the level of challenge and the reward system) on first and second graders' engagement during digital game-based learning of reading. We were particularly interested in determining how well these features managed to maintain children's engagement over the 8-week training period. The children (N = 138) used GraphoGame, a web-based game training letter-sound connections, at home under the supervision of parents. Data regarding the children's gaming and engagement were stored on the GraphoGame online server. A 2 x 2 factorial design was used to investigate the effects of the level of challenge (high challenge vs. high success) and the presence of the reward system (present vs. absent). Children's engagement was measured by session frequency and duration and through an in-game self-report survey that was presented at the end of the each session. According to the results, the children enjoyed GraphoGame but used it less frequently than expected. The reward system seemed to encourage the children to play longer sessions at the beginning of the training period, but this effect vanished after a few sessions. The level of challenge had no significant effect on children's engagement. The results suggest a need to investigate further the effectiveness of various game features in maintaining learner's engagement until the goals set for learning are achieved. (C) 2013 Elsevier Ltd. All rights reserved.

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