The impact of problem-based serious games on learning motivation
Document Type
Article
Publication Date
1-1-2022
Abstract
Students' motivation in computer graphic courses is a challenge for educators. Computer courses entail abstract notions and algorithmic features, and these difficulties affect the students' motivation. A problem-based learning serious game framework named Immersivio was designed. The researchers designed a quantitative study with a between subject design and implemented a treatment course using the problem-based serious game. The game was designed based on the principles of problem-based learning and serious games, i.e., higher order thinking, collaborative learning, and cognitive thinking and information visualization theory. A non-random sampling procedure (purposive sampling) was used in this quasi-experimental study and the participants formed to 2 groups, the experimental group (n = 24) and the control group (n = 26). MANOVA test results indicated that the experimental group participants who had experienced the Immersivio game were more motivated to learn computer graphics in terms of extrinsic motivation, intrinsic motivation, interest, attainment, cost, identification with academics, self-efficacy, and instrumentality. This study has implications for basic and advanced computer graphic lecturers and educators in this field.
Keywords
Games, Computer graphics, Education, Psychology, User experience, Three-dimensional displays, Serious games, Computer graphics, Human-computer interaction, Information visualization theory, Learning motivation, Ludology, Problem-based learning, Serious game, Visualization
Divisions
fsktm
Publication Title
IEEE Access
Volume
10
Publisher
Institute of Electrical and Electronics Engineers
Publisher Location
445 HOES LANE, PISCATAWAY, NJ 08855-4141 USA