Abstract
Educational games can be viewed in two ways, “learning to play” or “playing to learn.” The Chinese Idiom String Up Game was specifically designed to examine the effect of “learning to play” on the interrelatedness of players' gameplay interest, competitive anxiety, and perceived utility of pre-game learning (PUPGL). Data from 288 subjects were validated and analyzed using confirmatory factor analysis and structural equation modeling. Results indicated that players' pre-game learning attitude (PGLA) served positively to predict participants' gameplay interest and reflected a higher level of PUPGL of learning gameplay. PGLA was negatively correlated to competitive anxiety but was not significantly associated with players' PUPGL of learning gameplay. These results implied that by enhancing players' willingness to learn before engaging in a competitive game can contribute to increased gameplay interest and reduced competitive anxiety, thereby reinforcing the benefits of educational games.
| Original language | English |
|---|---|
| Pages (from-to) | 239-251 |
| Number of pages | 13 |
| Journal | Interactive Learning Environments |
| Volume | 24 |
| Issue number | 1 |
| DOIs | |
| Publication status | Published - 2016 Jan 2 |
Keywords
- elementary education
- evaluation methodologies
- interactive learning environments
ASJC Scopus subject areas
- Education
- Computer Science Applications
Fingerprint
Dive into the research topics of 'The role of pre-game learning attitude in the prediction to competitive anxiety, perceived utility of pre-game learning of game, and gameplay interest'. Together they form a unique fingerprint.Cite this
- APA
- Standard
- Harvard
- Vancouver
- Author
- BIBTEX
- RIS