TY - JOUR
T1 - Exploring students' behaviors in a competition-driven educational game
AU - Chen, Zhi Hong
N1 - Funding Information:
The authors would like to thank the National Science Council of the Republic of China, Taiwan for their financial support of this project through Contract Number NSC-101-2511-S-155-004-MY2.
PY - 2014/6
Y1 - 2014/6
N2 - Educational mini-games, one of the applications of game-based learning, have been widely used to benefit student learning. However, few studies have examined the influence of competition-driven educational games on students' behaviors, which might offer insights into how to develop well-designed educational games. Thus, this study discusses a Pet-Master system, as an example of a competition-driven educational game, in an investigation of students' behaviors through both event-based and time-based analysis. Two empirical studies were conducted using the two types of analysis. The results of the event-based analysis indicated that the behaviors can be categorized into two parts: competition-driven and learning cycles. Evidence from the time-based analysis showed that the two behavior cycles appeared in an alternating way with a lower transition frequency. Based on the results we develop a design framework for competition-driven educational games, which illustrates the relationship among the social, learning, and gameplay dimensions. The framework and its application might serve to optimize learning outcomes and influence the way games are designed in order to maximize educational benefits in the future.
AB - Educational mini-games, one of the applications of game-based learning, have been widely used to benefit student learning. However, few studies have examined the influence of competition-driven educational games on students' behaviors, which might offer insights into how to develop well-designed educational games. Thus, this study discusses a Pet-Master system, as an example of a competition-driven educational game, in an investigation of students' behaviors through both event-based and time-based analysis. Two empirical studies were conducted using the two types of analysis. The results of the event-based analysis indicated that the behaviors can be categorized into two parts: competition-driven and learning cycles. Evidence from the time-based analysis showed that the two behavior cycles appeared in an alternating way with a lower transition frequency. Based on the results we develop a design framework for competition-driven educational games, which illustrates the relationship among the social, learning, and gameplay dimensions. The framework and its application might serve to optimize learning outcomes and influence the way games are designed in order to maximize educational benefits in the future.
KW - Competition
KW - Digital games
KW - Learning behavior
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U2 - 10.1016/j.chb.2014.02.021
DO - 10.1016/j.chb.2014.02.021
M3 - Article
AN - SCOPUS:84896486346
SN - 0747-5632
VL - 35
SP - 68
EP - 74
JO - Computers in Human Behavior
JF - Computers in Human Behavior
ER -