Learning Achievement in Virtual Reality/Animation‐Based Business Simulation Games: An Integrated View of Goal Orientations, Model‐Reality Fit, Learning Anxiety and ARCS Motivation.
Background: Goal orientations (GO) are influential achievement goals in predicting achievement motivation and effectiveness. However, few studies have paid specific attention to investigating the effects of GO on learning achievement in the area of business management education. Objectives: This stu...
| Publicado en: | Journal of Computer Assisted Learning Vol. 41; no. 5; pp. 1 - 24 |
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| Autores principales: | , , |
| Formato: | pictorial research tables/charts Journal Article |
| Publicado: |
Wiley-Blackwell
Oct2025
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| 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=188234227&site=ehost-live header: @attributes: shortDbName: ccm uiTerm: 188234227 longDbName: CINAHL Complete uiTag: AN controlInfo: bkinfo: dissinfo: jinfo: jid: 02664909 6M1 jtl: Journal of Computer Assisted Learning issn: 02664909 maglogo: Y pubinfo: dt: Oct2025 vid: 41 iid: 5 pid: 480 pub: Wiley-Blackwell place: Malden, Massachusetts artinfo: ui: 188234227 188234227 188234227 10.1111/jcal.70130 188234227 ppf: 1 ppct: 23 formats: tig: atl: Learning Achievement in Virtual Reality/Animation‐Based Business Simulation Games: An Integrated View of Goal Orientations, Model‐Reality Fit, Learning Anxiety and ARCS Motivation. aug: au: Lin, Ying‐Lien Huang, Hann‐Jang Wang, Wei‐Tsong affil: Department of Industrial and Information Management, National Cheng Kung University, Tainan City, Taiwan sug: subj: Business Education Management Education Virtual Reality Simulations Games Motivation Educational Technology Academic Achievement Learning Methods Goals and Objectives Anxiety Prevention and Control Students, Undergraduate Education Support, Psychosocial Students, College Systems Development Human Funding Source Taiwan Male Female Adult Comparative Studies Quasi-Experimental Studies Descriptive Statistics Coefficient alpha Analysis of Covariance T-Tests Data Analysis Software Attention Confidence Student Satisfaction Computer-Assisted Instruction Learning Environment Student Assignments Academic Performance Adult: 19-44 years Male Female ab: Background: Goal orientations (GO) are influential achievement goals in predicting achievement motivation and effectiveness. However, few studies have paid specific attention to investigating the effects of GO on learning achievement in the area of business management education. Objectives: This study developed a business simulation game system (BSGS) for supporting learning to investigate how GO affects students' learning achievement in the context of business management education. Methods: A total of 209 college/undergraduate students participated in this study, and they were divided into the experiment group (EG) and the control group (CG). A quasi‐experiment was conducted to understand how students' achievement goals and the use of BSGS modules can enhance their motivation and reduce their learning anxiety, thus affecting learning achievement. Results and Conclusions: The results showed that most students adopted a mastery/learning‐GO to complete the learning tasks in their learning processes. A high level of model‐reality fit significantly reduced students' learning anxiety. However, learning anxiety did not affect students' learning achievements. Implications: The results of this study indicate that model‐reality fit plays an important role in increasing learning expectations and achievements and decreasing learning anxiety, which could benefit students' learning achievement in BSGS‐supported educational contexts. pubtype: Academic Journal doctype: pictorial research tables/charts Journal Article ougenre: Article language: English refInfo: holdings: @attributes: islocal: N |
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