The impact of goal assignment in a game‐based learning environment.

Background: Goal setting has been established in the literature as a critical component of self‐regulated learning and for effective problem‐solving. Yet, surprisingly little attention has been focused on goal‐directed behaviour in digital game‐based learning environments (GBLEs) despite their expan...

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Publicado en:Journal of Computer Assisted Learning Vol. 40; no. 2; pp. 848 - 859
Autores principales: Nietfeld, John L., Hoffmann, Kristin F.
Formato: pictorial research tables/charts Journal Article
Publicado: Wiley-Blackwell Apr2024
Acceso en línea:Ver este registro en EBSCOhost
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      dt: Apr2024
      vid: 40
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      pub: Wiley-Blackwell
      place: Malden, Massachusetts
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        10.1111/jcal.12919
        176012482
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        atl: The impact of goal assignment in a game‐based learning environment.
      aug:
        au:
          Nietfeld, John L.
          Hoffmann, Kristin F.
        affil: Teacher Education and Learning Sciences, North Carolina State University, Raleigh North Carolina, , USA
      sug:
        subj:
          Goals and Objectives
          Video Games
          Learning Methods
          Problem Solving
          Self Regulation
          Human
          Descriptive Statistics
          Funding Source
          Data Analysis Software
          Comparative Studies
          Questionnaires
          Multiple Regression
          Pretest-Posttest Design
      ab: Background: Goal setting has been established in the literature as a critical component of self‐regulated learning and for effective problem‐solving. Yet, surprisingly little attention has been focused on goal‐directed behaviour in digital game‐based learning environments (GBLEs) despite their expanding use in educational contexts. Objectives: The current study examined the impact of goal assignment in a GBLE aligned with curricular objectives and played in a classroom context. Methods: Eighth‐grade students (N = 59) in the experiment were randomly assigned to either a mastery goal condition or a performance goal condition before playing Crystal Island—Outbreak. Goal orientation was measured before gameplay, monitoring judgements assessed during gameplay, and enjoyment was measured after game play. Results and Conclusions: Two important results emerged that contribute to the existing literature on goals and GBLEs. First, assignment to the mastery goal condition resulted in significantly higher enjoyment ratings and monitoring judgements but not game performance while considering the influence of pre‐existing goal‐orientation. Second, self‐reported mastery goal orientation and videogame play frequency predicted enjoyment in the game. Implications: The results suggest that enjoyment can be facilitated by orienting students to adopt mastery goals and that developers should consider integrating mastery‐based instructions in their GBLEs. Moreover, instructional goals can influence students regardless of incoming goal orientations. Lay Description: What is already known about this topic: Goal setting has been understudied in game‐based learning environments.Goal setting is a critical component of developing self‐regulated learning skills. What this paper adds: Evidence that assignment to a mastery goal leads to higher reported enjoyment.Evidence that assignment to a mastery goal leads to higher monitoring judgements.Evidence that incoming goal orientations predict enjoyment in a serious game. Implications for practice and/or policy: Enjoyment can be facilitated by orienting students to adopt mastery goals.Serious game developers should consider integrating mastery‐based instructions.Instructional goals can influence students regardless of incoming goal orientations.
      pubtype: Academic Journal
      doctype:
        pictorial
        research
        tables/charts
        Journal Article
      ougenre: Article
    language: English
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