Exploring learner's variables affecting gaming achievement in digital Game-Based learning

Jiseon Cha, Baek Youngkyun, Yan Xu

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

4 Scopus citations

Abstract

This study explored learner's variables affecting gaming achievement in digital game-based learning. Gender, self-efficacy toward computers, logical thinking, and attitude toward gaming were selected as learner's variables for the study. Seventy-two elementary school children participated in game-based learning using Zoombinis: Mountain Rescue. Pearson's correlations coefficient (r) and Regression Analysis in SPSS were used for data analysis. The results of this study include that 1) locus of control, self-efficacy toward computers, and logical thinking were indicated as main variables affecting gaming achievement;2) Attitudes toward gaming differed by gender; and 3) variables affecting gaming achievement also differed by gender of players.

Original languageEnglish
Title of host publicationProceedings - 2nd IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning, DIGITEL 2008
Pages75-82
Number of pages8
DOIs
StatePublished - 2008
Event2nd IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning, DIGITEL 2008 - Banff, AB, Canada
Duration: 17 Nov 200819 Nov 2008

Publication series

NameProceedings - 2nd IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning, DIGITEL 2008

Conference

Conference2nd IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning, DIGITEL 2008
Country/TerritoryCanada
CityBanff, AB
Period17/11/0819/11/08

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