Sustaining iterative game playing processes in DGBL: The relationship between motivational processing and outcome processing

Wen Hao Huang, Wen Yeh Huang, Jill Tschopp

Research output: Contribution to journalArticle

Abstract

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.

Original languageEnglish (US)
Pages (from-to)789-797
Number of pages9
JournalComputers and Education
Volume55
Issue number2
DOIs
StatePublished - Sep 1 2010

Keywords

  • Digital game-based learning
  • Extrinsic motivation
  • Instructional design
  • Intrinsic motivation
  • Learning

ASJC Scopus subject areas

  • Computer Science(all)
  • Education

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