The Impact of Problem-Based Serious Games on Learning Motivation
Meisam Moradi, Nurul Fazmidar Binti Mohd Noor
IEEE Access · 2022
doi:10.1109/access.2022.3140434 (opens in a new tab)
We email you when a new notice or a question about this paper appears.
Abstract
Students’ motivation in computer graphic courses is a challenge for educators. Computer courses entail abstract notions and algorithmic features, and these difficulties affect the students’ motivation. A problem-based learning serious game framework named Immersivio was designed. The researchers designed a quantitative study with a between subject design and implemented a treatment course using the problem-based serious game. The game was designed based on the principles of problem-based learning and serious games, i.e., higher order thinking, collaborative learning, and cognitive thinking and information visualization theory. A non-random sampling procedure (purposive sampling) was used in this quasi-experimental study and the participants formed to 2 groups, the experimental group (n = 24) and the control group (n = 26). MANOVA test results indicated that the experimental group participants who had experienced the Immersivio game were more motivated to learn computer graphics in terms of extrinsic motivation, intrinsic motivation, interest, attainment, cost, identification with academics, self-efficacy, and instrumentality. This study has implications for basic and advanced computer graphic lecturers and educators in this field.
Abstract licence: CC BY-NC-ND
Reads
Read by people on this page
None yet.
Checked or read by AI through naulon
None yet.
A person counts once a day per paper. We keep no cookie and no address: a reader is a hash that changes every day. Any month under five reads shows no number.
Are you an author?
Is this your paper?
Claim it to add your note and be paid when agents cite it. Free.