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Exploring students’ behavioral patterns when playing educational games with learning supports at different timings

The current study investigated students’ gameplay behavioral patterns as a function of in-game learning supports delivery timing when played a computer-based physics game. Our sample included 134 secondary students (M = 14.40, SD = .90) from all over the United States, who were randomly assigned int...

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Autores principales: Yang, Xiaotong, Rahimi, Seyedahmad, Fulwider, Curt, Smith, Ginny, Shute, Valerie
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Springer US 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9161658/
https://www.ncbi.nlm.nih.gov/pubmed/35669695
http://dx.doi.org/10.1007/s11423-022-10125-9
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author Yang, Xiaotong
Rahimi, Seyedahmad
Fulwider, Curt
Smith, Ginny
Shute, Valerie
author_facet Yang, Xiaotong
Rahimi, Seyedahmad
Fulwider, Curt
Smith, Ginny
Shute, Valerie
author_sort Yang, Xiaotong
collection PubMed
description The current study investigated students’ gameplay behavioral patterns as a function of in-game learning supports delivery timing when played a computer-based physics game. Our sample included 134 secondary students (M = 14.40, SD = .90) from all over the United States, who were randomly assigned into three conditions: receiving instructional videos before a game level (n = 40), receiving instructional videos after a game level (n = 41), and without instructional videos (n = 53) while playing the game for about 150 min. We collected students’ gameplay behavior data using game log files and employed sequential analysis to compare their problem-solving and help-seeking behaviors upon receiving instructional videos at different timings. Results suggested that the instructional videos, delivered either before or after a game level, helped students identify the correct game solution at the beginning of medium-difficulty game levels. Moreover, receiving the instructional videos delayed students’ help-seeking behaviors—encouraging them to figure out game problems on their own before asking for help. However, receiving the instructional videos may possibly restrict students from creating diverse gaming solutions. Suggestions on design and implementation of in-game learning supports based on the findings are also presented.
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spelling pubmed-91616582022-06-02 Exploring students’ behavioral patterns when playing educational games with learning supports at different timings Yang, Xiaotong Rahimi, Seyedahmad Fulwider, Curt Smith, Ginny Shute, Valerie Educ Technol Res Dev Development Article The current study investigated students’ gameplay behavioral patterns as a function of in-game learning supports delivery timing when played a computer-based physics game. Our sample included 134 secondary students (M = 14.40, SD = .90) from all over the United States, who were randomly assigned into three conditions: receiving instructional videos before a game level (n = 40), receiving instructional videos after a game level (n = 41), and without instructional videos (n = 53) while playing the game for about 150 min. We collected students’ gameplay behavior data using game log files and employed sequential analysis to compare their problem-solving and help-seeking behaviors upon receiving instructional videos at different timings. Results suggested that the instructional videos, delivered either before or after a game level, helped students identify the correct game solution at the beginning of medium-difficulty game levels. Moreover, receiving the instructional videos delayed students’ help-seeking behaviors—encouraging them to figure out game problems on their own before asking for help. However, receiving the instructional videos may possibly restrict students from creating diverse gaming solutions. Suggestions on design and implementation of in-game learning supports based on the findings are also presented. Springer US 2022-06-02 2022 /pmc/articles/PMC9161658/ /pubmed/35669695 http://dx.doi.org/10.1007/s11423-022-10125-9 Text en © Association for Educational Communications and Technology 2022 This article is made available via the PMC Open Access Subset for unrestricted research re-use and secondary analysis in any form or by any means with acknowledgement of the original source. These permissions are granted for the duration of the World Health Organization (WHO) declaration of COVID-19 as a global pandemic.
spellingShingle Development Article
Yang, Xiaotong
Rahimi, Seyedahmad
Fulwider, Curt
Smith, Ginny
Shute, Valerie
Exploring students’ behavioral patterns when playing educational games with learning supports at different timings
title Exploring students’ behavioral patterns when playing educational games with learning supports at different timings
title_full Exploring students’ behavioral patterns when playing educational games with learning supports at different timings
title_fullStr Exploring students’ behavioral patterns when playing educational games with learning supports at different timings
title_full_unstemmed Exploring students’ behavioral patterns when playing educational games with learning supports at different timings
title_short Exploring students’ behavioral patterns when playing educational games with learning supports at different timings
title_sort exploring students’ behavioral patterns when playing educational games with learning supports at different timings
topic Development Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9161658/
https://www.ncbi.nlm.nih.gov/pubmed/35669695
http://dx.doi.org/10.1007/s11423-022-10125-9
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