TY - JOUR
T1 - The role of pre-game learning attitude in the prediction to competitive anxiety, perceived utility of pre-game learning of game, and gameplay interest
AU - Hong, Jon Chao
AU - Hwang, Ming Yueh
AU - Liu, Yeu Ting
AU - Lin, Pei Hsin
AU - Chen, Yi Ling
N1 - Publisher Copyright:
© 2013 Taylor & Francis.
PY - 2016/1/2
Y1 - 2016/1/2
N2 - 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.
AB - 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.
KW - elementary education
KW - evaluation methodologies
KW - interactive learning environments
UR - http://www.scopus.com/inward/record.url?scp=84955188551&partnerID=8YFLogxK
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U2 - 10.1080/10494820.2013.841263
DO - 10.1080/10494820.2013.841263
M3 - Article
AN - SCOPUS:84955188551
SN - 1049-4820
VL - 24
SP - 239
EP - 251
JO - Interactive Learning Environments
JF - Interactive Learning Environments
IS - 1
ER -