Serious games as a malleable learning medium: The effects of narrative, gameplay, and making on students’ performance and attitudes
Research into educational technology has evaluated new computer-based systems as tools for improving
students’ academic performance and engagement. Serious games should also be considered as an alternative pedagogical medium for
attracting students with different needs and expectations. In this field study, we empirically examined different forms of
serious-game use for learning on learning performance and attitudes of eighty 13-year-old students in the first grade of middle
school. Divided into four groups of 20 students, each group practiced with a maths video game in three ways. The first group
played the storytelling maths game, the second played the same game but with no story and the third played and modified the
video game. Finally, a control group practised in a paper-based (traditional) way by solving exercises. Although only minor
differences in learning performance were identified, we found significant differences in the attitudes of the students toward
learning through the video game. Students who are not motivated by conventional paper-based assignments might be engaged better
with the use of a video game. Our findings suggest that video game pedagogy could provide malleable learning for different
groups of students using methods that move beyond the conventional tool-based approach.
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DOI
Garneli, V., Giannakos, M., and Chorianopoulos, K. 2017. Serious games as a malleable learning medium: The effects of narrative, gameplay, and making on students’ performance and attitudes. British Journal of Educational Technology 48, 3, 842–859.BibTeX
Garneli, V., Giannakos, M., and Chorianopoulos, K. 2017. Serious games as a malleable learning medium: The effects of narrative, gameplay, and making on students’ performance and attitudes. British Journal of Educational Technology 48, 3, 842–859.