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Autor/inn/enTouati, Achraf; Baek, Youngkyun
TitelWhat Leads to Player's Enjoyment and Achievement in a Mobile Learning Game?
QuelleIn: Journal of Educational Computing Research, 56 (2018) 3, S.344-368 (25 Seiten)Infoseite zur Zeitschrift
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Spracheenglisch
Dokumenttypgedruckt; online; Zeitschriftenaufsatz
ISSN0735-6331
DOI10.1177/0735633117713022
SchlagwörterStudent Attitudes; Competence; Self Concept; Educational Games; Telecommunications; Handheld Devices; Experience; Achievement; Teaching Methods; Correlation; Predictor Variables; Psychological Patterns; Foreign Countries; Elementary School Students; Early Adolescents; Hypothesis Testing; Computer Attitudes; Student Motivation; Likert Scales; Goodness of Fit; Statistical Analysis; Multiple Regression Analysis; Path Analysis; South Korea
AbstractThis study investigated students' perceptions of competence and enjoyment of a mobile game within the context of mobile game-based learning. The proposed model showed that perceived competence and game attitude were the main predictors of enjoyment, while no direct relationship was found between perceived competence and gaming achievement. The model simultaneously considered other factors such as prior game experience and intensity of use, and final analysis revealed that these two variables were directly related. Another important finding was the strong impact of prior game experience on perceived competence. Results are interpreted with reference to implications for possible means of improving learning outcomes when using mobile learning games in the academic context. (As Provided).
AnmerkungenSAGE Publications. 2455 Teller Road, Thousand Oaks, CA 91320. Tel: 800-818-7243; Tel: 805-499-9774; Fax: 800-583-2665; e-mail: journals@sagepub.com; Web site: http://sagepub.com
Erfasst vonERIC (Education Resources Information Center), Washington, DC
Update2020/1/01
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