The Learning Process in Live-Action Simulation Games: The Impact of Personality, Motivation, Immersion, and Flow on Learning Outcome in a Simulation Game. (December 2021)
- Record Type:
- Journal Article
- Title:
- The Learning Process in Live-Action Simulation Games: The Impact of Personality, Motivation, Immersion, and Flow on Learning Outcome in a Simulation Game. (December 2021)
- Main Title:
- The Learning Process in Live-Action Simulation Games: The Impact of Personality, Motivation, Immersion, and Flow on Learning Outcome in a Simulation Game.
- Authors:
- Preuß, Anna K.
- Abstract:
- Background: Against the backdrop of the cognitive-motivational process model proposed byVollmeyer and Rheinberg (1998), this study investigates how the personality traitneed for cognition in combination with a specific situation (short and long version of alive-action simulation game ), current motivation, andimmersion andflow (mediators ) predict thelearning outcome in the simulation game EVERYDAY LIFE IN THE CLASSROOM (Starker & Imhof, 2014 ). Methods: N = 138 teacher students played the short 2-hour version of the simulation game, and N = 77 played the long 2-day version. Need for cognition, current motivation, immersion, flow, and learning outcome were measured by self-report questionnaires. Results: Ahierarchical regression analysis was used to determine the impact of the predictor variables (need for cognition, current motivation, immersion, and flow) on the self-evaluated learning outcome. For the 2-hour group, the predictor variables interest, challenge, and immersion (subscale: engagement ) impacted self-reported learning outcome significantly positive. For the 2-day group, significant predictors were need for cognition, interest, and immersion (subscale: engrossment ). In comparison of the two game versions, students playing the 2-day version reported significantly higher levels of engagement, engrossment, and learning outcome. Conclusion: The cognitive-motivational process model of learning was partly supported: interest and immersion predict learning outcome inBackground: Against the backdrop of the cognitive-motivational process model proposed byVollmeyer and Rheinberg (1998), this study investigates how the personality traitneed for cognition in combination with a specific situation (short and long version of alive-action simulation game ), current motivation, andimmersion andflow (mediators ) predict thelearning outcome in the simulation game EVERYDAY LIFE IN THE CLASSROOM (Starker & Imhof, 2014 ). Methods: N = 138 teacher students played the short 2-hour version of the simulation game, and N = 77 played the long 2-day version. Need for cognition, current motivation, immersion, flow, and learning outcome were measured by self-report questionnaires. Results: Ahierarchical regression analysis was used to determine the impact of the predictor variables (need for cognition, current motivation, immersion, and flow) on the self-evaluated learning outcome. For the 2-hour group, the predictor variables interest, challenge, and immersion (subscale: engagement ) impacted self-reported learning outcome significantly positive. For the 2-day group, significant predictors were need for cognition, interest, and immersion (subscale: engrossment ). In comparison of the two game versions, students playing the 2-day version reported significantly higher levels of engagement, engrossment, and learning outcome. Conclusion: The cognitive-motivational process model of learning was partly supported: interest and immersion predict learning outcome in the live-action simulation game. The extended 2-day version of the game leads to higher levels of immersion and higher learning outcome, indicating that a longer timeframe secures the desired effects on learning outcome from simulation games. Further research needs to shed light on the interaction of personality traits and immersion. … (more)
- Is Part Of:
- Simulation & gaming. Volume 52:Number 6(2021)
- Journal:
- Simulation & gaming
- Issue:
- Volume 52:Number 6(2021)
- Issue Display:
- Volume 52, Issue 6 (2021)
- Year:
- 2021
- Volume:
- 52
- Issue:
- 6
- Issue Sort Value:
- 2021-0052-0006-0000
- Page Start:
- 775
- Page End:
- 795
- Publication Date:
- 2021-12
- Subjects:
- Need for Cognition -- Current Motivation -- Immersion -- Flow -- Live-Action Simulation Game -- Higher Education
Social sciences -- Study and teaching -- Periodicals
Simulation methods -- Periodicals
Game theory -- Periodicals
Sciences sociales -- Étude et enseignement -- Périodiques
Simulation, Méthodes de -- Périodiques
Jeu de rôle -- Périodiques
Éducation
Jeu d'entreprise
Jeu de simulation
Méthode de simulation
Sciences sociales
Théorie des jeux
Périodique électronique (Descripteur de forme)
Ressource Internet (Descripteur de forme)
003.3 - Journal URLs:
- http://journals.sagepub.com/loi/sag ↗
http://sag.sagepub.com/ ↗
http://www.sagepublications.com/ ↗
http://firstsearch.oclc.org ↗
http://firstsearch.oclc.org/journal=1046-8781;screen=info;ECOIP ↗ - DOI:
- 10.1177/10468781211049822 ↗
- Languages:
- English
- ISSNs:
- 1046-8781
- Deposit Type:
- Legaldeposit
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library DSC - BLDSS-3PM
British Library HMNTS - ELD Digital store - Ingest File:
- 18253.xml