Effect of Collaboration in Digital Game‐Based Learning: The Roles of Flow Experience and Intrinsic Motivation
Zhihui Cai, Caiyan Liu, Jieni Zhan, Zhikeng Wang, Xin Hao, Si Zhang, Xinjie Chen
Ministry of Education of the People's Republic of China Central China Normal University Chinese University of Hong Kong
阅读操作
确认中在文库中上传 PDF 后可生成中文音频讲解。
摘要与影响
Background Attention has been paid to collaboration in digital game‐based learning, as it fosters interaction and student engagement, thereby enhancing learning outcomes. Previous findings about the effect of collaboration in digital game‐based learning were inconsistent, and few studies have explored the underlying mechanisms, particularly proximal psychological processes such as motivation or emotion. Aims This study aimed to provide evidence about the effectiveness of collaboration in digital game‐based learning and figure out the mediating roles of flow experience and intrinsic motivation in the relationship between collaboration and learning achievement. Sample A total of 181 Chinese university students (40 males and 141 females) were recruited in our experiment. Method 92 participants in the collaborative condition were required to be fully involved in face‐to‐face teamwork to solve the tasks in an educational game, while 89 participants in the control group completed the same game tasks individually. A multiple mediation model was applied to analyse the mediating role of flow experience and intrinsic motivation between the relationship of collaboration and learning achievement. Results Results revealed that students in the collaborative group performed better on learning achievement than those who were in the individual group. Furthermore, multiple mediation analysis revealed that two main indirect pathways emerged: ‘collaboration → intrinsic motivation → learning achievement’ and ‘collaboration → flow experience → intrinsic motivation → learning achievement’. Conclusions The findings supported the cognitive‐affective theory of learning with media and provided evidence about the important role of flow experience and intrinsic motivation.
逐年被引趋势
关键指标
同类平均 = 1
同领域 · 同年份 · 同类型
Google Scholar 与 OpenAlex 的被引统计范围不同,数值存在差异属正常。
AI 辅助阅读
依据:摘要
可就本文提问;依据不足时会说明。
学术脉络
学科主题
计算机 / AIEducation and Learning Interventions
Educational Games and Gamification · Flow Experience in Various Fields
参考文献 141
此处列出前 3 条
引用本文 7
按被引量排序,此处列出前 3 条