Abstract
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.
| Original language | American English |
|---|---|
| Pages (from-to) | 155-182 |
| Number of pages | 28 |
| Journal | Journal of Educational Computing Research |
| Volume | 53 |
| Issue number | 2 |
| DOIs | |
| State | Published - Oct 2015 |
Keywords
- collaborative learning environments
- debriefing
- game-based learning
- self-efficacy
- student motivation
EGS Disciplines
- Instructional Media Design
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