Achievement goals influence mastery experience via two paths in digital creativity games among elementary school students.

Abstract: Although cultivating creativity is greatly emphasized in elementary school education and that digital games can be a promising tool for improving creativity, little research has been conducted to identify and explore how player‐related factors might influence the learning outcomes of digit...

Descripción completa

Detalles Bibliográficos
Publicado en:Journal of Computer Assisted Learning Vol. 34; no. 3; pp. 223 - 233
Autores principales: Yeh, Y.‐c., Lin, C. S.
Formato: pictorial research tables/charts Journal Article
Publicado: Wiley-Blackwell Jun2018
Acceso en línea:Ver este registro en EBSCOhost
fields @attributes:
  recordID: 1
pdfLink:
plink: https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=129452898&site=ehost-live
header:
  @attributes:
    shortDbName: ccm
    uiTerm: 129452898
    longDbName: CINAHL Complete
    uiTag: AN
  controlInfo:
    bkinfo:
    dissinfo:
    jinfo:
      jid:
        02664909
        6M1
      jtl: Journal of Computer Assisted Learning
      issn: 02664909
      maglogo: Y
    pubinfo:
      dt: Jun2018
      vid: 34
      iid: 3
      pid: 480
      pub: Wiley-Blackwell
      place: Malden, Massachusetts
    artinfo:
      ui:
        129452898
        129452898
        129452898
        10.1111/jcal.12234
        129452898
      ppf: 223
      ppct: 10
      formats:
      tig:
        atl: Achievement goals influence mastery experience via two paths in digital creativity games among elementary school students.
      aug:
        au:
          Yeh, Y.‐c.
          Lin, C. S.
        affil: Institute of Teacher Education, National Chengchi University, Taiwan
      sug:
        subj:
          Students, Elementary Psychosocial Factors
          Creativeness Education
          Video Games Utilization
          Outcomes of Education
          Self-Efficacy
          Motivation
          Goals and Objectives
          Human
          Structural Equation Modeling
          Female
          Male
          Child
          Summated Rating Scaling
          Factor Analysis
          P-Value
          Coefficient alpha
          Questionnaires
          Descriptive Statistics
          Data Analysis Software
          Chi Square Test
          Models, Theoretical
          Funding Source
          Child: 6-12 years
          Female
          Male
      ab: Abstract: Although cultivating creativity is greatly emphasized in elementary school education and that digital games can be a promising tool for improving creativity, little research has been conducted to identify and explore how player‐related factors might influence the learning outcomes of digital creativity games. This study identifies 3 individual traits pertaining to digital creativity game playing and examines how these determinants influence self‐efficacy and mastery experiences of creativity using structural equation modelling. The participants were 275 4th through 6th graders, and the employed method was inventory investigation. The findings reveal that the participants spend a large proportion of time playing digital games after school. Moreover, the results suggest that motivation for achieving both mastery goals and performance goals is crucial to enhancing self‐efficacy and achieving mastery experience in creativity. Additionally, such motivation might enhance mastery experience via two paths: the experience of flow states and the strengthening of self‐determination and self‐efficacy. The findings of this study shed light on the design of digital games for creativity training.
      pubtype: Academic Journal
      doctype:
        pictorial
        research
        tables/charts
        Journal Article
      ougenre: Article
    language: English
    refInfo:
    holdings:
      @attributes:
        islocal: N