TY - JOUR
T1 - Sustaining iterative game playing processes in DGBL
T2 - The relationship between motivational processing and outcome processing
AU - Huang, Wen Hao
AU - Huang, Wen Yeh
AU - Tschopp, Jill
PY - 2010/9
Y1 - 2010/9
N2 - Digital game-based learning (DGBL) has become a viable instructional option in recent years due to its support of learning motivation. Recent studies have mostly focused on identifying motivational factors in digital games (e.g., curiosity, rules, control) that support intrinsic motivation. These findings, however, are limited in two fronts. First, they did not depict the interactive nature of the motivational processing in DGBL. Second, they excluded the outcome processing (learners' final effort versus performance evaluation) as a possible motivation component to sustain the iterative game playing cycle. To address these problems, situated in the integrative theory of Motivation, Volition, and Performance (MVP), this study examined the relationship between motivational processing and outcome processing in an online instructional game. The study surveyed 264 undergraduate students after playing the Trade Ruler online game. Based on the data collected by ARCS-based Instructional Materials Motivational Survey (IMMS), a regression analysis revealed a significant model between motivational processing (attention, relevance, and confidence) and the outcome processing (satisfaction). The finding preliminarily suggests that both motivational processing and outcome processing need to be considered when designing DGBL. Furthermore, the finding implies a potential relationship between intrinsic motives and extrinsic rewards in DGBL.
AB - Digital game-based learning (DGBL) has become a viable instructional option in recent years due to its support of learning motivation. Recent studies have mostly focused on identifying motivational factors in digital games (e.g., curiosity, rules, control) that support intrinsic motivation. These findings, however, are limited in two fronts. First, they did not depict the interactive nature of the motivational processing in DGBL. Second, they excluded the outcome processing (learners' final effort versus performance evaluation) as a possible motivation component to sustain the iterative game playing cycle. To address these problems, situated in the integrative theory of Motivation, Volition, and Performance (MVP), this study examined the relationship between motivational processing and outcome processing in an online instructional game. The study surveyed 264 undergraduate students after playing the Trade Ruler online game. Based on the data collected by ARCS-based Instructional Materials Motivational Survey (IMMS), a regression analysis revealed a significant model between motivational processing (attention, relevance, and confidence) and the outcome processing (satisfaction). The finding preliminarily suggests that both motivational processing and outcome processing need to be considered when designing DGBL. Furthermore, the finding implies a potential relationship between intrinsic motives and extrinsic rewards in DGBL.
KW - Digital game-based learning
KW - Extrinsic motivation
KW - Instructional design
KW - Intrinsic motivation
KW - Learning
UR - http://www.scopus.com/inward/record.url?scp=77953324252&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=77953324252&partnerID=8YFLogxK
U2 - 10.1016/j.compedu.2010.03.011
DO - 10.1016/j.compedu.2010.03.011
M3 - Article
AN - SCOPUS:77953324252
SN - 0360-1315
VL - 55
SP - 789
EP - 797
JO - Computers and Education
JF - Computers and Education
IS - 2
ER -