TY - JOUR
T1 - How Debriefing Strategies Can Improve Student Motivation and Self-Efficacy in Game-Based Learning
AU - Bilgin, Cigdem Uz
AU - Baek, Youngkyun
AU - Park, Hyungsung
N1 - Publisher Copyright:
© 2015 The Author(s).
PY - 2015/10
Y1 - 2015/10
N2 - Debriefing is an important step in game-based learning environments. In the present study, the effect of different debriefing strategies in terms of two factors, grouping (self vs. team) and timing (in-game vs. post-game), was investigated on the motivation and self-efficacy levels of students. In a 2x2 ANOVA design, 62 sixth grade students were randomly assigned into two debriefing groups: self-debriefing and team debriefing. About half of members in each group performed either one of the two debriefing: in-game debriefing or post-game debriefing. Students in the self-debriefing as well as in the team-briefing group played the game three days a week over nine weeks. As students finished the task, motivation and self-efficacy scales were administered and semi-structured interviews were conducted. Findings indicate that students showed higher motivation and self-efficacy scores in the team debriefing than in the self-debriefing. Moreover, the in-game debriefing group outperformed the post-game debriefing group in terms of self-efficacy and motivation levels. Semi-structured interviews supported the quantitative results that students benefited more from collaborative debriefing sessions.
AB - Debriefing is an important step in game-based learning environments. In the present study, the effect of different debriefing strategies in terms of two factors, grouping (self vs. team) and timing (in-game vs. post-game), was investigated on the motivation and self-efficacy levels of students. In a 2x2 ANOVA design, 62 sixth grade students were randomly assigned into two debriefing groups: self-debriefing and team debriefing. About half of members in each group performed either one of the two debriefing: in-game debriefing or post-game debriefing. Students in the self-debriefing as well as in the team-briefing group played the game three days a week over nine weeks. As students finished the task, motivation and self-efficacy scales were administered and semi-structured interviews were conducted. Findings indicate that students showed higher motivation and self-efficacy scores in the team debriefing than in the self-debriefing. Moreover, the in-game debriefing group outperformed the post-game debriefing group in terms of self-efficacy and motivation levels. Semi-structured interviews supported the quantitative results that students benefited more from collaborative debriefing sessions.
KW - collaborative learning environments
KW - debriefing
KW - game-based learning
KW - self-efficacy
KW - student motivation
UR - https://www.scopus.com/pages/publications/84962127841
UR - https://scholarworks.boisestate.edu/edtech_facpubs/139
U2 - 10.1177/0735633115598496
DO - 10.1177/0735633115598496
M3 - Article
SN - 0735-6331
VL - 53
SP - 155
EP - 182
JO - Journal of Educational Computing Research
JF - Journal of Educational Computing Research
IS - 2
ER -