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Effects of Serious Games on Student Engagement, Motivation, Learning Strategies, Cognition, and Enjoyment

IGI Global Scientific Publishing
International Journal of Adult Education and Technology
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Abstract

Serious games have been deemed as an effective tool to engage students with various needs and expectations. Although serious games have emerged as an important assistant in education, sparse studies have systematically reviewed the related studies in the fields of bibliographic knowledge structure and their effects. Through CiteSpace, VOSviewer, and content analysis, this study concludes that: (1) Many studies have demonstrated that serious games could improve student engagement, motivation, learning strategies, and cognition; (2) The prominent advantages of serious games may be the enjoyment, followed by enhanced happiness, satisfaction, and positive attitude; (3) The study also discussed recently developed serious games and their effectiveness in education. It is suggested that future research could focus on the assessment of serious games to select the effective serious games and improve their design.
DOI: 10.4018/IJAET.314607

Volume 13 • Issue 1
Copyright © 2022, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited.
*Corresponding Author
1
󰀨


Zhonggen Yu, Faculty of Foreign Studies, Beijing Language and Culture University, Beijing, China*
https://orcid.org/0000-0002-3873-980X
Paisan Sukjairungwattana, Faculty of Liberal Arts, Mahidol University, Nakhon Pathom, Thailand*
https://orcid.org/0000-0002-7568-9784
Wei Xu, Faculty of Humanities and Social Sciences, City University of Macau, Taipa, Macau*
https://orcid.org/0000-0002-7224-1116

Serious games have been deemed as an effective tool to engage students with various needs and
expectations. Although serious games have emerged as an important assistant in education, sparse
studies have systematically reviewed the related studies in the fields of bibliographic knowledge
structure and their effects. Through CiteSpace, VOSviewer, and content analysis, this study concludes
that: (1) Many studies have demonstrated that serious games could improve student engagement,
motivation, learning strategies, and cognition; (2) The prominent advantages of serious games may
be the enjoyment, followed by enhanced happiness, satisfaction, and positive attitude; (3) The study
also discussed recently developed serious games and their effectiveness in education. It is suggested
that future research could focus on the assessment of serious games to select the effective serious
games and improve their design.

Cognition, Engagement, Enjoyment, Learning Outcome, Motivation, Serious Game

An educational or serious game was defined as “an instructional method requiring the learner to
participate in a competitive activity with preset rules” (Akl et al., 2010). Examples are “exergaming”
game, Yourself!Fitness, and the biofeedback game (Michael & Chen, 2006). There have been
many studies committed to the exploration of student engagement, motivation, learning strategies,
cognition, and enjoyment of serious games. Most of them reported positive educational outcomes.

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For example, serious games have been deemed as an effective tool to engage students with various
needs and expectations (Yu, 2019). Compared with traditional pedagogy, serious game-assisted
teaching could cause higher engagement in and positive attitude toward learning (Varvara, Michail,
& Konstantinos, 2016). The level of engagement in a serious game could predict learning outcomes
(Volejnikova-Wenger et al., 2021).
Numerous studies have examined the effects of serious games in various fields. Some of them
have reported that serious games were beneficial to medical education in terms of student satisfaction,
knowledge acquisition, skill training, attitude, and learning behaviors (Akl, Pretorius, Sackett, &
Erdley, et al., 2010). Serious games could enhance the effectiveness of instruction in business institutes
and construction education (Tagliabue et al., 2021). Other studies have been committed to influencing
factors of the acceptance of serious games although the influence of the factors on student performance
has not been thoroughly explored (e.g. Giannakos, 2013; Yu & Yi, 2020).
However, it is also reported that the use of serious games has been proven either effective or
ineffective in the medical field. Little is known about the mixed effects of serious games on different
variables in various fields. More comprehensive review studies are still needed to test the effectiveness
of serious games in medical education and other fields (Akl et al., 2010). Given the contradictory
findings, it is meaningful and important to systematically review the effect of serious games in various
fields to provide a solid reference for future researchers and practitioners. This study aims to answer
several research questions as follows:
(1) What are major clusters, citation counts, burst detection, centrality, sigma, and co-occurrence
in serious game-assisted education research? Burst detection aims to identify the frequency of
words or phrases used in cited documents, and the citation frequency of the cited documents.
It may indicate the development direction of the theme. The results obtained by the sudden
increasing algorithm can identify the changing trend of the theme in time. Centrality describes
that a node establishes a bridge between two unrelated nodes, and the high centrality highlights the
importance of nodes in the structure. Sigma value is a composite of two indicators, i.e. centrality
and burst values. It is used to identify innovative literature. This indicator can be used to identify
innovative topics. Co-occurrence is a quantitative analysis method in various information carriers.
It can reveal the content correlation of information and the implied co-occurrence relationship
of featured items.
(2) How can serious games improve student engagement, motivation, learning strategies, and
cognition?
(3) How can serious games enhance enjoyment, happiness, intention to use, positive attitude, and
satisfaction of students?
(4) How can serious games improve learning outcomes, e.g. health education effectiveness,
understanding, gain and sharing of knowledge and information, decision-making, flow experience,
mental effort, and higher-order abilities?
(5) What are recently developed serious games and how about their effects?

We obtained 293 results by searching Web of Science Core Collection, including Social Sciences
Citation Index, Science Citation Index Expanded, Arts & Humanities Citation Index, Conference
Proceedings Citation Index-Science, Conference Proceedings Citation Index-Social Science &
Humanitiesand Emerging Sources Citation Index, spanning from 2016 to 2020. Boolean searches
were conducted on the term (“educat* gam*” OR “serious gam*”) AND (motivat* OR “learning
outcome*” OR satisfaction* OR performance* OR satisfaction* OR achievement* OR “cognitive
load*” OR engag* OR participat* OR accept* OR collaborat* OR enjoy*) as titles. After removing
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irrelevant results and those of lower quality, we finally used 279 results for further analysis through
CiteSpace 5.6.R4.
To answer the first research question, the analysis was conducted based on the proper settings
of CiteSpace. Time slicing in CiteSpace ranged from 2004 to 2020. Term sources included title,
abstract, author keywords, and keywords plus. Node types included author, source, and reference.
The link strength is analyzed via Cosine within slices. We also used VOSviewer to conduct the co-
occurrence analysis.
To answer the other research questions, we used a content analysis method, one of the methods
frequently applied to social sciences and humanities. Through content analysis, we can understand
and judge the focus, tendency, attitude, position of some issues, and the changing law of the content
of serious game-assisted research in a certain period. In the process of content analysis, we excluded
individual bias and pursue common values from the existing literature. We analyzed the literature
both quantitatively by mathematical statistics and qualitatively by logical reasoning and philosophical
thinking. The content analysis went through three stages,i.e. selection, classification, and statistics.
The following three methods were adopted: (1) recording or observing the content in a certain
period; (2) analyzing and comparing the content reported by the same literature in different periods;
(3) simultaneous interpreting and comparing the contents, methods of the same event or the same
subject reported by different authors during the same period.

This section attempts to answer research questions including major clusters, citation counts, burst
detection, centrality, sigma, and co-occurrence in serious game-assisted education research, the
effect of serious games on student engagement, motivation, learning strategies, cognition, enjoyment,
happiness, intention to use, attitude, satisfaction, and learning outcomes. We also introduced several
serious games recently developed and applied to various fields.

Cluster analysis refers to the analytical process of grouping a set of physical or abstract objects into
multiple classes composed of similar components, based on the similarity of the analyzed objects
(Yu, 2020). There are many different algorithms for clustering analysis. CiteSpace provides three
algorithms. The names of the three algorithms are Term Frequency-Inverse Document Frequency
(TF-IDF), log maximum the likelihood ratio (LLR), and mutual information (MI). For different data,
the three algorithms have the same performance and can be used in practice.
TF-IDF. Term frequency (TF) refers to the number of times a given word appears in the file.
This number is usually normalized (usually word frequency divided by the total number of words in
the article) to prevent it from leaning towards long files. The same word may have a higher frequency
in a long document than in a short document, regardless of its importance or not.
The main idea of inverse document frequency (IDF) is that if fewer documents contain a certain
entry and the IDF is larger, it means that the entry has a good capacity to distinguish categories. The
IDF of a specific word can be obtained by dividing the total number of files by the number of files
containing the word, and then taking the quotient logarithm.
LLR. LLR is a kind of index revealing authenticity, which belongs to a composite index reflecting
both sensitivity and specificity. This index fully reflects the diagnostic value of screening tests and
is very stable. The calculation of the likelihood ratio only involves sensitivity and specificity, and is
not affected by prevalence. Due to the positive and negative test results, the likelihood ratio can be
divided into the positive likelihood ratio (+LLR) and the negative likelihood ratio (-LLR).
MI. In probability theory and Information theory, Mutual Information (MI) or trans-information
of two random variables is a measure of the interdependence between variables. Unlike correlation
coefficients, mutual information is not limited to real-value random variables. It is more general and

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determines the degree of similarity between the joint distribution p (X, Y) and the product p (X) p
(Y) of the decomposed edge distribution. Mutual Information is a measure of mutual dependence
between two sets of events.
The network is divided into 10 co-citation clusters. These clusters are labeled by category
terms from their citers. The largest 4 clusters are summarized based on TF-IDF, LLR, and MI. The
largest cluster (#0) has 62 members and a silhouette value of 0.647. It is labeled as user experience
by LLR, serious games by TF-IDF, and other members by MI. The most active citer to the cluster
is the article authored by Wang, Rajan, Sankar, & Raju (2017), who found that game players would
experience higher concentration and enjoyment if they predicted obvious goals, ease of use of games,
and usefulness of games. This provided a reference for game designers and practitioners.
The second largest cluster (#1) has 47 members and a silhouette value of 0.881. It is labeled as
using mobile serious game by LLR, students by TF-IDF, and many other members by MI. The most
active citer to the cluster is the research conducted by Habgood, & Ainsworth (2011), who revealed
that the intrinsic elements in a serious game could strongly attract children’s attention within a limited
seven-day period. This suggests that game designers and teachers could manage to integrate intrinsic
motivation into serious games so that the effectiveness of serious games could be improved.
The third largest cluster (#2) has 40 members and a silhouette value of 0.859. It is labeled as
motivational effect by LLR, serious games by TF-IDF, and L2 vocabulary acquisition (0.4); and
learning gain (0.4), etc. by MI. The most active citer to the cluster is the study conducted by Wouters,
van Nimwegen, van Oostendorp, & van der Spek (2013), who assumed that serious games could
influence learning effectiveness by moderating cognition and motivation. Compared with learners
without the aid of serious games, those with them could learn more knowledge in groups more
effectively (Wouters et al., 2013).
The fourth largest cluster (#3) has 32 members and a silhouette value of 0.954. It is labeled as
literature review by LLR, serious games by TF-IDF, and transboundary watershed management (0.19)
and social learning, etc. by MI. The most active citer to the cluster is the article titled “On evaluating
social learning outcomes of serious games to collaboratively address sustainability problems: a
literature review” authored by Haan, & Mascha (2018), who argued that serious games could be
deemed as collaborative tools to improve social learning. The study focuses on the evaluation of
serious game-assisted social learning, e.g. methods and procedures, which could provide constructive
suggestions for game designers, knowledge transmitters, and learners.

The top-ranked item by citation counts is Connolly, Boyle, MacArthur, Hainey, & Boyle (2012) in
Cluster #6, with citation counts of 23. The second one is Deterding, Dixon, Khaled, & Nacke (2011)
in Cluster #7, with citation counts of 10. The third is Boyle, Hainey, Connolly et al., 2016) in Cluster
#2, with citation counts of 9. The 4th is Breuer, & Bente (2010) in Cluster #8, with citation counts of
7. The 5th is Hamari, Shernoff, Rowe, Coller, & Edwards (2016) in Cluster #2, with citation counts
of 7. The 6th is Girard, Ecalle, & Magnan (2013) in Cluster #5, with citation counts of 7. The 7th is
Kebritchi, Hirumi, & Bai (2010) in Cluster #4, with citation counts of 7. The 8th is Annetta, Minogue,
Holmes, & Cheng (2009) in Cluster #6, with citation counts of 7. The 9th is Guillén-Nieto, & Aleson
(2012) in Cluster #5, with citation counts of 7. The 10th is Graafland, Schraagen, & Schijven (2012)
in Cluster #6, with citation counts of 7 (See Table 1).

CiteSpace provides the function of burst detection to detect significant changes in the number of
references in a certain period, and to find out the decline or rise of a subject word or keyword. The
top-ranked item by bursts is the work authored by Michael & Chen (2006) in Cluster #5, with bursts of
2.94, which was frequently cited by researchers and practitioners. It is a book excerpt focusing on the
educational benefits of video games among healthcare professionals. It analyzed both advantages and

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disadvantages of various serious games, e.g. “exergaming” game, Yourself!Fitness, and the biofeedback
game. The authors also introduced important contributions made by Dr. Mark Wiederhold, who used
video games for therapeutic interventions and to distract patients during painful medical procedures,
used simulations to improve rehabilitation, and used virtual reality to improve motor skills. Japanese
game companies facilitated the acceptance of serious games, especially in healthcare. Serious games
have also been widely used in treatment and recovery, self-management, health education and physical
fitness, and distraction therapy.

The top-ranked item by centrality is Connolly, Boyle, MacArthur, Hainey, & Boyle (2012) in Cluster
#6, with the centrality of 38. The second one is Annetta, Minogue, Holmes, & Cheng (2009) in
Cluster #6, with the centrality of 32. The 3rd is Kebritchi, Hirumi, & Bai (2010) in Cluster #4, with
the centrality of 23. The 4th is Hamari, Shernoff, Rowe, Coller, & Edwards (2016) in Cluster #2,
with the centrality of 22. The 5th is Wouters, van Nimwegen, van Oostendorp, & van der Spek (2013)
in Cluster #4, with the centrality of 22. The 6th is Michael, & Chen (2006) in Cluster #5, with the
centrality of 21. The 7th is Douven, Mul, Son, Bakker, Radosevich, & Hendriks (2014) in Cluster #4,
with the centrality of 21. The 8th is Deterding, Dixon, Khaled, & Nacke (2011) in Cluster #7, with
the centrality of 20. The 9th is Bourgonjon, De Grove, De Smet, Looy, Soetaert, & Valcke (2013) in
Cluster #7, with the centrality of 20 (See Table 2).

The top-ranked item by sigma is Connolly, Boyle, MacArthur, Hainey, & Boyle (2012) in Cluster #6,
with the sigma of 0.24. The second one is Annetta, Minogue, Holmes, & Cheng (2009) in Cluster
#6, with the sigma of 0.15. The third is Deterding, Dixon, Khaled, & Nacke (2011) in Cluster #7,
with the sigma of 0.12. The 4th is Michael, & Chen (2006) in Cluster #5, with the sigma of 0.11.
The 5th is Barab, Scott, & Siyahhan et al. (2009) in Cluster #4, with the sigma of 0.07. The 6th is
Kebritchi, Hirumi, & Bai (2010) in Cluster #4, with the sigma of 0.06. The 7th is Zyda (2005) in
Cluster #8, with the sigma of 0.06. The 8th is Gee (2003) in Cluster #8, with the sigma of 0.06. The
9th is (De Jans, Van Geit, Cauberghe, Cauberghe, & Hudders (2017) in Cluster #2, with the sigma
of 0.06 (See Table 3).
Table 1. Citation counts
Citation counts References Cluster
#
23 Connolly et al., 2012 6
10 Deterding et al., 2011 7
9 Boyle et al., 2016 2
7 Breuer & Bente, 2010 8
7 Hamari et al., 2016 2
7 Girard et al., 2013 5
7 Kebritchi et al., 2010 4
7 Annetta et al., 2009 6
7 Guillén-Nieto & Aleson, 2012 5
7 Graafland et al., 2012 6
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
Before the co-occurrence analysis, it is necessary to understand word frequency analysis. Word
frequency refers to the number of occurrences of words in the document being analyzed. Word
frequency analysis is a method to extract the high-frequency distribution of keywords and subject
words that can express the core content of the literature to study the development trend and research
theme of this field. Based on word frequency analysis, the higher level analysis of word frequency
network is called the co-occurrence analysis. The basic principle of the co-occurrence analysis is to
count the number of times that a group of words can appear in the same group of literature in pairs,
and to measure their affinity by the number of co-occurrences.
Through the VOSviewer, we created a map (See Figure 1) based on the obtained bibliographic
data from Web of Science, the type of analysis is co-occurrence with full counting as the counting
method. The minimum number of occurrences of a keyword was 11, which led to 21 meeting the
threshold of the 1084 keywords. For each of the 21 keywords, the total strength of the co-occurrence
links with other keywords was calculated. The keywords with the greatest total link strength were
selected. The keywords were grouped into three clusters. In the first cluster, there were 10 items,
e.g. children, collaborative learning, design, education, serious games, framework, game design, and
Table 2. Centrality
Centrality References Cluster
#
38 Connolly et al., 2012 6
32 Annetta et al., 2009 6
23 Kebritchi et al., 2010 4
22 Hamari et al., 2016 2
22 Wouters et al., 2013 4
21 Michael & Chen, 2006 5
21 Douven et al., 2014 4
20 Deterding et al., 2011 7
20 Bourgonjon et al., 2013 7
Table 3. Sigma
Sigma References Cluster
#
0.24 Connolly et al., 2012 6
0.15 Annetta et al., 2009 6
0.12 Deterding et al., 2011 7
0.11 Michael & Chen, 2006 5
0.07 Barab et al., 2009 4
0.06 Kebritchi et al., 2010 4
0.06 Zyda, 2005 8
0.06 Gee, 2003 8
0.06 De Jans et al., 2017 2

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students, etc. The second cluster included 8 items, e.g. engagement, intrinsic motivation, motivation
and serious game, etc. The third cluster included 3 items, i.e. computer games, performance, and video
games. The top variables included engagement, motivation, learning strategies, cognition, enjoyment,
happiness, intention to use, attitude, satisfaction, learning outcomes, and recently developed serious
games. Researchers, therefore, focused on these items for in-depth exploration.

Serious games could enhance student engagement in learning, strengthen both intrinsic and extrinsic
motivations, and improve their learning strategies and cognitive abilities. Video games could enhance
the engagement of patients, and provide suggestions for developing an effective stroke rehabilitation
system. Game design principles were established for upper limb stroke rehabilitation and presented
several games (Burke, McNeill, & Charles, 2009). Constructing a serious game could improve student
motivation and deep learning strategies more than playing an existing one (Vos, Meijden, & Denessen,
2011). Intrinsic motivation played an important role in serious game-assisted learning and children
learned more from the intrinsic motivation-based games than the extrinsic motivation (Habgood, &
Ainsworth, 2011). However, external rewards could neither exert any negative influence on student
motivation, nor improve student engagement (Filsecker, & Hickey, 2014).
Serious games were directly and strongly correlated with the intention to use mobile banking
services, which could make banking business more exciting, interesting, and enjoyable, coupled
with higher levels of customers’ acceptance, engagement, and satisfaction (Baptista & Oliveira,
2017). Learners assisted with serious games could learn more than those without serious games due
Figure 1. Clustering of keywords via VOSviewer

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to improved cognition and motivation of learners (Wouters, van Nimwegen, van Oostendorp, & van
der Spek, 2013).

Serious games could enjoy both students and teachers, enhance the level of their happiness and
satisfaction, improve their attitudes toward learning and strengthen their intention to use serious
games in learning. Enjoyment, happiness, and intention to use could exert a great influence on
student performance by increasing knowledge gain of students, and enhancing student enjoyment in
the serious game-based context. Nevertheless, studentsintention to use serious games and happiness
were not correlated with their performance (Giannakos, 2013). Serious games could improve complex
learning outcomes and enhance student satisfaction by including scripted collaboration (Hummel,
van Houcke, & Nadolski, et al., 2010).
Serious games could fill the gap between concrete practice and abstract theory by enhancing
student motivation and pedagogical skills in a basic automatic control course (Munz, Schumm,
Wiesebrock, & Allgower, 2007). Augmented reality (AR) enables learners to associate their social
practice with their acquired knowledge. It is important to apply AR technology to their actual
observance in the world. AR-based gamified approach could improve students’ attitudes and
performance in learning activities (Hwang, Wu, Chen, & Tu, 2015).

In many fields, serious games could result in positive learning outcomes in terms of health education
effectiveness, understanding, gain and sharing of knowledge and information, decision-making, flow
experience, mental effort, and higher-order abilities. Flow experience refers to the experience of
continuous communication in learning or social interactions (Zenk et al., 2021). Mental effort aimed
to measure the degree to which cognitive control abilities influenced the learning procedures to make
sure that the procedures could fulfill certain tasks (Székely & Michael, 2021). Higher-order abilities
referred to the skills involving scientific thinking and reasoning, e.g. critical thinking, analytical
skills, problem-solution, and decision-making (Janouskova et al., 2021).
Serious games could be properly used in health education and support medical decisions,
especially for older patients. Serious games were effective as a decision assistant in localized prostate
cancer (Reichlin et al., 2011). Serious games could also virtually bring together different stakeholders
for them to equally access negotiation, to share knowledge and information, and to evaluate decision-
making outcomes (Medema et al., 2016).
Serious game-assisted learning could facilitate learners’ flow experience, whereby elementary
school students could acquire anti-phishing knowledge via learning analytics (Sun, Kuo, Hou, & Lin,
2017). Serious games could enhance public understanding and knowledge of climate change and its
adaptation by improving social learning and encouraging beneficial behaviors (Flood et al., 2018).
Serious game-assisted learning methods could increase students’ mental effort and improve their
learning outcomes. Learning via games could enhance learning effectiveness (Hawlitschek, & Joeckel,
2017). Serious games could provide students with academic contents and skills, which stimulated
enduring learning behaviors. Students could gain a larger vocabulary range in serious game-assisted
learning than traditional learning. However, many controversial issues still exist regarding the effect of
serious games on learning, especially when no pedagogical support was available (Calvo-Ferre, 2015).
The size of game grids played an important role in learning, which could be analyzed through
both task-based and tile-based action sequence coding approaches (Loh, Sheng, & Li, 2015). A serious
game could facilitate interactions between professionals and amateurs, and engage low-secure service
users with serious mental diseases in the design and refurbishment of their environment (Fitzgerald,
Kirk, & Bristow, 2011). Mobile serious games could improve higher-order abilities such as perception
of collaborative skills and problem-solving strategies (Sanchez, & Olivares, 2011).

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
A number of serious games have recently been designed to facilitate the effectiveness of education.
With playful components such as storytelling, walking and moving, sketching, drawing, and games,
the serious game, referred to as NextCampus, could encourage public engagement in urban planning
(Poplin, 2012).
The Serious Games-Engaging Training Solutions (SG-ETS) successfully brought together
game designers and pedagogical experts in leading universities in the UK, such as the Universities
of Birmingham, London, Sheffield, and several game companies, such as Trusim, VEGA Group,
and PLC. SG-ETS, aimed to design serious games and publish research achievements in the games
(Freitas, & Jarvis, 2007).
Several types of games such as Serious Educational Games (SEG), Educational Simulations
(ES), and Serious Games (SG) could be powerful aids in science teaching and learning. SEG, SG,
and ES could greatly improve students’ cognitive gains and produce positive effects (Lamb, Annetta,
& Firestone, et al., 2018). A computer-aided serious game (eMedOffice) could improve learning
effectiveness at the RWTH Aachen University Medical School. Internet-based serious games could
thus be considered effective tools to facilitate medication learning and teaching (Hannig, Kuth, &
Oezman, et al., 2012).
A serious game named Reach Out Central (ROC) could improve the mental health and well-being
of young people by attracting, engaging, and educating them. It could also reduce young women’s
psychological stress and enhance their life satisfaction, problem-solving, and help-seeking abilities.
However, ROC could not engage young people for long. The future design could make every effort
to engage them for a longer time (Burns, Webb, Durkin, & Hickie, 2010).
Another serious game, referred to as Aqua Republica, could facilitate boundary crossing,
collaboration, and knowledge co-creation in a watershed governance context (Jean, Medema,
Adamowski, Chew, Delaney, & Wals, 2018). Mingoville, a Serious Game, could motivate Chinese
primary students to engage in an EFL classroom, which was greatly influenced by teachersand parents
attitudes toward the game (Anyaegbu, Ting, & Li, 2012). The influencing factors of a serious game,
i.e. DEBORAH Game, included perceived usefulness, and interaction of students with colleagues,
but effort expectancy did not exert a significant influence in the course of accounting (Malaquias,
Fernanda, & Hwang, 2018).


By LLR, TF-IDF, and MI, the top three clusters included user experience, serious games, mobile
serious game, students, educational game, and motivational effect. Researchers tend to focus on
serious game users’ experience and their motivational factors. Designers and teachers should pay
much attention to how to improve their experience and motivation in the gameplay process or in
serious game-assisted education. As the most active citer to the first cluster, Wang, Rajan, Sankar,
& Raju (2017) argued that game players could experience higher concentration and enjoyment in the
gameplay periods. The most active citer to the second cluster (Jacob Habgood, & Ainsworth, 2011)
reported that the intrinsic motivation could draw children’s attention in gameplay. Motivation and
cognition could greatly influence the effect of serious games on education (Wouters, van Nimwegen,
van Oostendorp, & van der Spek, 2013).

Confronted with challenging, boring, and uninteresting learning materials, students tend to be distracted
by more interesting things such as games, TV programs, and stories. Serious games, by integrating
features such as interactivity, enjoyment, and motivation, engage players in learning activities by

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enhancing their motivation and improving their learning strategies. The frequent interaction process is
a learning period. Possibly problem solvers, serious games motivate players or learners to frequently
interact with peers and teachers, encouraging them to participate in the learning process.
Many studies have demonstrated that serious games could improve student engagement,
motivation, learning strategies, and cognition (e.g. Burke, McNeill, & Charles, 2009; Vos, Meijden,
& Denessen, 2011; Habgood, & Ainsworth, 2011). The attributes of enjoyment and entertainment
may have encouraged students to participate in education in a relaxing mood. With rewards and
coupons in the serious game, students were motivated to continue the game, by which they also felt
successful if they acquired knowledge and achieved success in education. They could also modulate
their learning strategies and enhance their cognitive abilities during gameplay. Meanwhile, they learn
and progress as the gameplay facilitates the acquisition of knowledge.

The prominent advantages of a serious game may be enjoyment, followed by enhanced happiness,
satisfaction, and positive attitude. Recently, numerous researchers have echoed this phenomenon
(e.g. Giannakos, 2013; Hummel et al., 2010; Munz, Schumm, Wiesebrock, & Allgower, 2007). Many
learners engaged in serious game-assisted learning due to their curiosity, which prompted them to
play rather than learn or acquire knowledge painfully. Well-designed serious games could enhance
their intention to use them by integrating enjoyment into gameplay. After some time of gameplay
and learning, they would feel satisfied if they could make progress in learning. Therefore, designers
need to make players interested in and thus retain the gameplay.

It is generally accepted that serious games could greatly improve learning outcomes in health
education, knowledge gain, information sharing, decision-making, flow experience, mental effort,
and higher-order abilities (e.g. Reichlin et al., 2011; Medema et al., 2016; Sun et al., 2017; Flood et
al., 2018). To improve higher-order abilities, designers should carefully adapt serious games to the
cultivation of higher-order thinking and reasoning. Besides enjoyment, designs aiming to spur in-
depth critical thinking abilities may be needed. In the medical education field, experimental training
assisted with serious games may be carefully designed and developed so that medical students could
be effectively trained.

There have been numerous serious games in various fields. However, few of them could be assessed
with unbiased methods. Assessment of serious games has emerged as an important method to improve
the effectiveness and design of them. Practitioners tend to assume that serious games could effectively
facilitate learning so it becomes difficult to evaluate the serious game-based environment. The
Maximum Similarity Index, as a metric for serious games analytics, was able to identify differences
between novices and experts (Loh, & Sheng, 2014). Cognition changes during gameplay could
greatly influence the effectiveness of serious games. A device such as Emotiv EEG could identify
the differences between cognitive process and various stimulus modalities (McMahan, Parberry, &
Parsons, 2015).


This study identified major clusters, citation counts, burst detection, centrality, sigma, and co-
occurrence, student engagement, motivation, learning strategies, cognition, enjoyment, happiness,

Volume 13 • Issue 1
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intention to use, positive attitude, and satisfaction of students in serious game-assisted education
research.

There are still some limitations in this study. On one hand, this study could not retrieve publications
from all the databases in the world. Those written in languages other than English were not included.
On the other hand, the content analysis method may be limited in itself to a lack of enough statistical
support.

There are several important directions for future research into serious games. Future research could
focus on the assessment of serious games to select the effective serious games and improve their
design. Future research could highlight how to develop serious game-integrated platforms such as
Classcraft because they could improve learning achievements, enhance learning motivation, and enrich
learning experiences (Zhang et al., 2021). Serious games integrated into mobile learning technologies
and social media tools could improve learning outcomes and enhance students’ learning motivation
(Yu et al., 2022). Games studies have also caught the attention of researchers in the field of media
and communication studies, where games have emerged as important components in media studies.
Future studies could focus on how to improve learning outcomes by combining media with serious
games (Chess & Consalvo, 2022).

This work is supported by 2019 MOOC of Beijing Language and Culture University (MOOC201902)
(Important) “Introduction to Linguistics”; “Introduction to Linguistics” of online and offline
mixed courses in Beijing Language and Culture University in 2020; Special fund of Beijing Co-
construction Project-Research and reform of the “Undergraduate Teaching Reform and Innovation
Project” of Beijing higher education in 2020-innovative “multilingual +” excellent talent training
system (202010032003); The research project of Graduate Students of Beijing Language and Culture
University “Xi Jinping: The Governance of China” (SJTS202108).

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Computer Games Technology, 1, 1–8. doi:10.1155/2019/4797032
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Volume 13 • Issue 1
15
Zhonggen Yu, First Corresponding Author, Professor (distinguished) and Ph.D. Supervisor in Department of
English Studies, Faculty of Foreign Studies, Beijing Language and Culture University, has already published over
110 academic papers in distinguished journals based on rich teaching and research experiences. He is Editor in
Chief of International Journal of Technology-Enhanced Education and Academic Editor of Education Research
International. His research interest includes educational technologies, language attrition, and language acquisition.
Email: 401373742@qq.com; yuzhonggen@blcu.edu.cn
Paisan Sukjairungwattana Second Corresponding Author, Assistant Professor in the Faculty of Liberal Arts, Mahidol
University, Ph.D. in Linguistics. With over 15 years of experience Chinese language teaching, his research interests
include teaching and learning Chinese as a foreign language, second language acquisition and higher education.
Email: paisan.suk@mahidol.edu
Wei Xu Third Corresponding Author, Assistant Professor in the Faculty of Humanities and Social Sciences, City
University of Macau, Ph.D. in Linguistics. His research interests include language education, second language
acquisition, semantics and multilingual studies. He has published a number of SSCI/SCI indexed papers and has
been invited to serve as a reviewer for SSCI indexed journals. Email: weixu@cityu.mo
Yu, Z. (2020). Visualizing Co-citations of Technology Acceptance Models in Education. Journal of Information
Technology Research, 13(1), 77–95. doi:10.4018/JITR.2020010106
Yu, Z., & Yi, H. (2020). Acceptance and effectiveness of Rain Classroom in linguistics classes. International
Journal of Mobile and Blended Learning, 12(2), 77–90. doi:10.4018/IJMBL.2020040105
Yu, Z., Yu, L. H., Xu, Q. Y., Xu, W., & Wu, P. (2022). Effects of mobile learning technologies and social media
tools on student engagement and learning outcomes of English learning. Technology, Pedagogy and Education,
31(3), 381–398. doi:10.1080/1475939X.2022.2045215
Zenk, L., Primus, D. J., & Sonnenburg, S. (2021). Alone but together: Flow experience and its impact on creative
output in LEGO (R) SERIOUS PLAY (R). European Journal of Innovation Management, 25(6), 340–364.
doi:10.1108/EJIM-09-2020-0362
Zhang, Q., Yu, L. H., & Yu, Z. G. (2021). A Content Analysis and Meta-Analysis on the Effects of Classcraft
on Gamification Learning Experiences in terms of Learning Achievement and Motivation. Education Research
International, 9429112, 1–21. doi:10.1155/2021/9429112
... The study also suggested exploring more about using serious games in education and that teachers must develop new techniques to effectively utilize serious games. The results of this study are consistent with those reported by [16], that indicates that serious games are highly engaging, motivating, and cognitively stimulating, which may result in improvements in student performance. ...
... Due to serious games' reputation for high engagement, motivation, immersion, and flow-inducing properties [18], serious games have been explored by educators as tools for enhancing player engagement in educational settings. Students are motivated to continue playing a game by their curiosity as they feel that they need to explore a new immersive environment to discover new things since many learners have high levels of curiosity, and many of them engage in serious game-assisted learning instead of learning on their own through painstaking methods [16]. Additionally, the learning skills students can gain from serious games are significant and provide an engaging learning environment for them, as stated by [19]. ...
... This is consistent with the findings of research studies which indicate that serious games enhance learners' motivation and positive feelings greatly [19,36]. In their answers, students expressed that they enjoyed exploring the game through playing it, which shows that the serious game attracts curiosity due to the fact that the games represent microcosms where players begin to explore and discover new things, thus providing them with an immersive experience, as stated by some of the interviewees [16,37]. ...
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Serious games and collaborative learning are becoming increasingly important intersections as educational technology advances. The combination of serious games and collaborative learning has been hypothesized to improve academic achievement and student engagement when used in conjunction with collaborative learning. However, most of the current research remains fragmented, not thoroughly addressing the synergy between these two methodologies. A serious game designed for collaborative learning, “Help! The Serious Game”, is introduced in this study, particularly designed for undergraduate students majoring in special education. The primary objective was to examine the potential for improving motivation and Achievement through the use of collaborative learning and serious games. The research utilized a one-group pre-posttest design in which 44 participants participated in sessions involving “Help! The Serious Game” followed by data collection on motivation and academic outcomes. As a result of the convergence of serious games and collaborative learning, student engagement is significantly enhanced, academic skill development is enhanced, and real-world knowledge is broadened. With its immersive design, “Help! The Serious Game” not only captures students’ attention, but also enriches the learning trajectory by emphasizing peer interaction and mutual reinforcement, as well as enriching the learning trajectory. A promising beacon for a comprehensive and enhanced educational experience emerges as education undergoes rapid metamorphosis, blending serious games with cooperative learning strategies.
... The shift to online learning and technology-mediated instruction-accelerated by the COVID-19 pandemic-has further emphasized the role of digital tools in L2 acquisition, as seen in studies about emotional terra incognita (He et al., 2024;Resnik et al., 2021;Wang et al., 2024), teacher well-being (Dewaele et al., 2018), and engagement (Alamer & Alrabai, 2024;Yu et al., 2022). The rapid shift to online contexts raises questions about how intelligence and personality might predict learners' behaviors, self-regulation, and ultimate achievement in newly digitized L2 environments Reza, 2020). ...
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This paper discusses the interrelation between personality and intelligence in acquiring a second language (L2). From 13 studies and the available literature, it determines that extraversion, openness, and conscientiousness, as well as subdomains of emotional intelligence (well-being, empathy, and sociability) are important in predicting L2 motivation, perseverance, and achievement. The interpretation also outlines L2-specific trait emotional intelligence (TEI) and cultural intelligence as the key factors explaining why learning may be consistent with various measures other than general variables. Furthermore, it elaborates on how self-control, perseverance, and mindset assist in coping with language learning anxiety and promoting greater engagement with language learning. However, there are some limitations to this study, focusing on cross-sectional data and the homogeneity of the learner population. Therefore, follow-up work should take into account a longitudinal approach, examine the role of IPAs in learning L2, and move towards integrative perspectives in which the dispersive connections between traits of personality and intelligence and L2 proficiency would be adequately captured.
... a) True b) False10. The temple has frescos of cholas on its walls around the sanctum, which portrays God Shiva in many actions, such as destroying fiend forts, sending one white elephant for transporting a devotee towards heaven etc.13. A circular path around a sacred temple, shrine, or even a holy place like a hill or river is ...
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Serious games are generally considered to induce positive effects in the areas of learning motivation and learning gains. Yet few studies have examined how these factors are related specially in the context of visual aesthetic studies. Therefore, an empirical study was conducted to test the relationship between anticipated enjoyment and willingness to play, as well as between game enjoyment, self-reported cognitive and motivational learning gains and test results. In an explorative study, 25 students from undergraduate course in architecture school played the learning game Temple Lego. The results of pre-test and post-tests were analyzed using multiple linear regressions. The analysis showed that anticipated enjoyment played only a minor part in students’ willingness to learn with serious games. Of greater importance was the students' expectation that the learning game would be easy and instructive. There was a correlation between enjoyment and the post-test scores to continue being engaged with the subject matter of the game. We discuss the findings and pedagogical implications that can be applied to developing serious virtual reality (VR) games to learn about similar historical structures and contexts which is novel and sparsely explored.
... The feelings of enjoyment and pleasure foster a deeper connection between the player and the game's activities, often resulting in an immersive effect or a flow experience, where an optimum concentration and performance is achieved (Csikszentmihalyi, 2008). Moreover, a positive engagement during gaming can greatly improve learning outcomes (Yu et al., 2022). ...
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Purpose The present study’s goal is to assess the effect of a serious game on the development of entrepreneurial competence, self-efficacy and intention and thereby contribute to clarifying the usefulness of this approach in entrepreneurship education. Design/methodology/approach The study sample and method included 76 graduate students, selected through a convenience sampling technique and collected through a self-administered questionnaire. To examine the impact of the gaming session, a pre-test post-test design approach was employed. Consequently, all students completed a survey both at the beginning and end of the gaming session. Findings Our study found that game-based learning effectively enhances students' entrepreneurial competence, particularly in areas like generating ideas, managing resources and taking action, while also boosting self-efficacy. However, it didn't significantly impact entrepreneurial intentions. The effectiveness depends on students' prior gaming experience, especially in resource management and taking action. Additionally, it positively influences women's self-efficacy more than men. The field of study also plays a role, with design students showing notable development in idea generation, entrepreneurial intentions, and self-efficacy. Overall, game-based learning is a valuable tool for entrepreneurship education, but its effects vary based on prior experience, gender and field of study. Research limitations/implications Several limitations of the study should be considered. First, the small sample size acquired through convenience sampling and the potential for social response bias, even with respondent anonymity, could limit the generalizability of the study's findings. Second, the study recognizes that the effectiveness of a serious game is greatly influenced by the game's design, making findings from studies with different game-based learning approaches potentially different. Lastly, the impact of student interactions during the game session was not evaluated. Practical implications The study's practical implications are significant. It demonstrates the effectiveness of game-based learning in cultivating entrepreneurial competence and self-efficacy, particularly benefiting women and design students. These findings emphasize the importance of integrating serious games (SG) into entrepreneurship education to nurture vital entrepreneurial competences essential for students' career development as entrepreneurs or employees. The study encourages the development of SG tailored for use in entrepreneurship classes. Additionally, it underscores the need to educate educators about the advantages of incorporating game-based learning into their teaching strategies, offering a practical pathway to enhance entrepreneurship education and better prepare students for the modern job market. Social implications The study's social implications are substantial. It highlights the effectiveness of game-based learning in nurturing entrepreneurial competence and self-efficacy, particularly benefiting women and design students. This underscores the importance of integrating Serious Games (SG) into entrepreneurship education, emphasizing the need for more SG tailored for use in entrepreneurship classes. Furthermore, it calls for increased awareness among educators about the advantages of incorporating game-based learning into their teaching methods. Ultimately, these findings have the potential to positively impact students' career development, whether as entrepreneurs or employees, by equipping them with crucial entrepreneurial skills. Originality/value This study brings a novel perspective in three distinct ways. Firstly, it centers on the pivotal entrepreneurial competences outlined in the EntreComp framework by the European Commission, addressing the challenge of identifying which competences are most relevant for entrepreneurial education. By doing so, it ensures a focus on competence areas critical for entrepreneurs, such as ideas and opportunities, resources, and action. Secondly, it explores the impact of game experience on the development of entrepreneurial competences, entrepreneurial intention, and self-efficacy, a relationship hitherto unexplored. Thirdly, the study examines how students' demographic and contextual characteristics influence the development of entrepreneurial competence, intention, and self-efficacy through a game-based learning approach. These unique perspectives contribute valuable empirical data to both theory and practice in the field of entrepreneurship education.
... A recent study demonstrated that serious games have been proven to be an effective method in recent years for enhancing student engagement, among other benefits [59]. An investigation was conducted [60], utilizing serious games to improve performance during the COVID-19 period. ...
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The rapid changes in digital technology have had a substantial influence on education, resulting in the development of learning technologies (LTs) such as multimedia, computer-based training, intelligent tutoring systems, serious games, social media, and pedagogical agents. Serious games have demonstrated their effectiveness in several domains, while there is contradictory data on their efficiency in modifying behavior and their possible disadvantages. Serious games are games that are specifically created to fulfill a primary goal other than entertainment. The objective of our study is to evaluate the effectiveness of a serious game designed for the self-assessment of students concerning their knowledge of web technologies on students with an equivalent online quiz that uses the same collection of questions. The primary hypotheses we stated were that those utilizing the serious game would experience better results in terms of engagement, subjective experience, and learning compared to those using the online quiz. To examine these research questions, the IMI questionnaire, the total number of completed questions, and post-test grades were utilized to compare the two groups, which consisted of 34 undergraduate students. Our findings indicate that the serious game users did not have a better experience or better learning outcomes, but that they engaged more, answering significantly more questions. Future steps include finding more participants and extending the experimental period.
... Таким образом, использование обучающих игр позволяет учащимся глубже усвоить материал, связать его с реальной жизнью, применяя его на практике в имитационном игровом процессе [50]. Анализ литературы также показал, что обучение с использованием «серьезных» игр оказывается наиболее эффективным в тех случаях, когда игра дополняется другими методами обучения, например работой в группах [9]. ...
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p style="text-align: justify;">This review is aimed at systematizing the results of empirical and meta-analytical work on the problem of the influence of video games on cognitive processes. Psychology has accumulated a lot of facts indicating that computer games have positive effects, but sometimes it is impossible to fix them. Analysis of the literature has shown that video games have a positive effect on cognitive processes, but the size of this effect depends on the genre of the game. There is a largest effect of puzzle-games and the “arcade” genre on spatial thinking. “Action”, “shooter”, and “arcade” games have small but significant effects on some aspects of perceptual processing, as well as “action” games have a strong positive effect on problem solving speed. The effects on executive functions were small. A review of modern trends in gamification has shown that video games can be effective in teaching specific professional skills, for example, in the field of medicine, and in the treatment of psychological disorders, in particular dementia. The effectiveness of videogames as a part of cognitive learning products has not been confirmed, this area needs to be studied in more details. At the same time, only moderate video gaming is safe for development. Studies show that excessive video game passion causes gaming addiction and negatively affects attention, academic performance and emotional state. An analysis of the literature has shown that video games potentially have a positive effect on cognitive processes, but the size of this effect depends on the genre of the game. There is a largest effects of puzzle-games and the «arcade» genre on spatial thinking. «Action», «shooter», and «arcade» games have small but significant effects on some aspects of perceptual processing, as well as «action» games have a strong positive effect on problem solving speed. The effects on executive functions were small. A review of modern trends in gamification has shown that video games can be effective in teaching specific professional skills, for example, in the field of medicine, and in the treatment of certain psychological disorders, in particular dementia. The effectiveness of videogames as part of cognitive learning products has not been confirmed, this area need more detailed research. At the same time, despite the some positive effects of computer games, only moderate gaming is safe for development, studies show that excessive video game passion causes the gambling addiction and negatively affects attention, academic performance and emotional state.</p
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p style="text-align: justify;">The article presents a theoretical review of modern research dedicated to the problem of the influence of video games on the emotional state of players. Despite the large number of works in this area, their results are quite contradictory, therefore, an analysis of meta-analytical data is necessary, as well as a detailed consideration of various factors influencing the effect. It has been shown that there is evidence for negative effects of video games on various indicators of emotional state, evidence for positive effects and evidence for the absence of effects. The effect depends on various additional factors — individual personality traits of the player, the genre of the game, the amount of time spent playing video games, and many others. It is revealed that in some cases, contradictions in the results of empirical studies are explained by the influence of these factors, in particular, the genre of the game has a significant impact, as well as the presence of video game addiction. We also reviewed meta-analytical works that confirmed the positive effect of educational video games on the development of emotional self-regulation skills, therapy for symptoms of autism and depression. Formulating reliable clear conclusions about the presence and magnitude of the effect of entertainment genres of games is still difficult due to the lack of modern meta-analyses.</p
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Mobile learning technologies and social media tools have not been studied to an exhaustive extent in terms of student engagement and learning outcomes. Using a quasi-experimental research method, the authors randomly selected 101 participants who were divided into three groups. Each group received English teaching assisted by mobile learning technology (Rain Classroom), a social media tool (WeChat) and the traditional multimedia projecting system for one semester. The authors concluded that mobile learning technologies could significantly improve behavioural, social, cognitive and emotional engagements and English learning outcomes compared with social media tools. The traditional teaching tools did not improve behavioural, social, cognitive and emotional engagements and learning outcomes as much as Rain Classroom and WeChat did. Future research could focus on development of serious games to improve student engagement and learning outcomes.
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Classcraft has become an attractive gamification choice that turns classes into motivating and joyful role-playing experiences. Based on the content analysis and meta-analysis, this study aims to investigate the efficiency of Classcraft in terms of optimal gamification learning experiences associated with learning achievement and motivation. After the identification, screening, eligibility, and inclusion processes, we have found that learning achievement and motivation are significant factors conducive to optimal gamification learning. The meta-analysis based on STATA 15 has demonstrated that gamification platforms including Classcraft can similarly enhance learning achievement (d = 0.621, z = 5.846, 95% CI [0.413, 0.829]) and motivation (d = 0.608, z = 6.167, 95% CI [0.415, 0801]), suggesting that gamification platforms including Classcraft can create optimal learning experiences. Another content analysis has revealed that Classcraft involving gamified reward mechanics, interactive settings, and collaborative tasks can fulfil the conditions of optimal gamification learning experiences. The main conclusion is that Classcraft can efficiently create optimal gamification learning processes that can positively influence learning achievement and motivation. We have also discussed the potential reasons for the positive effects of gamification on learning achievement and motivation. Game implementation can reflect learners’ preference for well-being based on continuity, interaction, and openness.
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Purpose Do LEGO® SERIOUS PLAY® (LSP) workshops result in improved experience of flow components as well as higher levels of creative output than traditional meetings (MEET)? This research studies the extent to which LSP, as a specialized material-mediated and process-oriented cocreative workshop setting, differs from MEET, a traditional workshop setting. Hypotheses for differences in individual flow components (autotelic behavior, happiness, balance), group flow components (equal participation, continuous communication) and creative output were developed and tested in a quasi-experimental comparison between LSP and MEET. Design/methodology/approach The study was conducted with 39 practitioners in six teams from various industries. In total, 164 observations were collected during two workshops using the Experience Sampling Method. The creative output was assessed by peer evaluations of all participants, followed by structural analysis and quantitative group comparisons. Findings The results show that two components of individual flow experience (autotelic behavior, happiness) were significantly higher in LSP, and one of the components of group flow experience (continuous communication) was, as expected, significantly lower. Regarding creative output, the LSP teams outperformed the MEET teams. The study suggests that a process-oriented setting that includes time for individuals to independently explore their ideas using a different kind of material in the presence of other participants has a significant influence on the team result. Practical implications LSP can improve the components of participants' flow experience to have an impact on the creative output of teams. In cocreative settings like LSP, teams benefit from a combination of alone time and high-quality collaborative activities using boundary objects and a clear process to share their ideas. Originality/value This is the first quasi-experimental study with management practitioners as participants to compare LSP with a traditional and widespread workshop approach in the context of flow experience and creative output.
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In the current paper, we articulate a theory to explain the phenomenology of mental effort. The theory provides a working definition of mental effort, explains in what sense mental effort is a limited resource, and specifies the factors that determine whether or not mental effort is experienced as aversive. The core of our theory is the conjecture that the sense of effort is the output of a cost-benefit analysis. This cost-benefit analysis employs heuristics to weigh the current and anticipated costs of mental effort for a particular activity against the anticipated benefits. This provides a basis for spelling out testable predictions to structure future research on the phenomenology of mental effort.
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RainClassroom,amobilelearningtechnologydevelopedinChina,hasreceivedgreatpopularity. Researchintoitsacceptanceandeffectiveness,however,remainssparse.Throughresearchinstruments, i.e. a questionnaire adapted from the Technology Acceptance Model (TAM), a semi-structured interviewandlinguisticsknowledgetests,bothquantitativeandqualitativedatawereobtainedto testresearchhypotheses.Itwasconcludedthat(1)RainClassroompossessessignificantlyhigher acceptancethantraditionalmultimediaprojectingsystemsintermsofperformanceexpectancy,effort expectancy,socialinfluence,facilitatingconditions,andattitudeatthesignificancelevel.05;and (2)RainClassroomcontributestosignificantlyhigherlinguisticsknowledgegainthantraditional multimediaprojectingsystemsatthesignificancelevel.05.Futureresearchcouldaimtoimprove andenhancethefunctionsofRainClassroominordertopursuehigheracceptanceandeffectiveness. Cross-disciplinaryresearchcouldalsobeconductedtotestitsacceptanceandeffectiveness.
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With the rapid development of information and communication technologies, studies devoted to technology-assisted education have been soaring up. Nevertheless, the studies on technology acceptance model (TAM) appear relatively fewer. This study, through reviewing high quality papers, analyzed the co-citations of TAM on the basis of the basic TAM and numerous extended TAMs. Co-citations of TAM were revealed and discussed in terms of citation counts, bursts, betweenness centrality, and sigma. It also reviews the basic concept underlying user acceptance models, as well as its extended TAMs in details. Future research into the TAM may resort to statistical support, as well as critical analysis. The interdisciplinary research design is also needed between computer science, education, psychology, statistics and mathematics.
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Game studies, as a subfield of media and/or communication studies, has occupied an odd place within critical media studies. Those who are invested in critical theory of video game studies understand the importance of the subfield, those who do not study or play video games tend to think of the topic as “other”—as distinct from other theoretical compartments of media studies work. Yet, as the games scholars in this invited issue explain, games are now a central component in the convergence of media content, media platforms and technologies, and media audiences. Theories and methods that help us understand games and their culture are therefore increasingly relevant to understanding wider media production and use. The goal with this special issue, therefore, was to offer a variety of approaches and specifics that would be helpful to scholars both within and beyond game studies.
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Knowledge acquisition facilitated by computer games, also referred to as digital game-based learning, is growing in popularity as an educational modality for healthcare disciplines. There is a dearth of research specifically focused on students’ perception and lived experience of a serious game, which is a game primarily designed for educational purposes. This qualitative study aimed to evaluate the efficacy of using a serious game to teach hazard and safety assessments in community and residential healthcare settings. Using a phenomenological approach semi-structured interviews collected data about students’ experience using the game ‘Safe Environments’. Eight students from undergraduate healthcare programs participated. Interpretive Phenomenological Analysis was conducted. Themes and sub-themes identified nuances explaining the impact of prior knowledge, technical ability, and engagement on achievement of learning outcomes. The dynamic interrelationship and influence of themes are illustrated in the KNavEL Model, which explains the complexity of individuals’ understanding and perceptions of learning through gaming. This study demonstrates that learning outcomes are directly influenced by the degree of engagement with the game. This in turn is influenced by what the student brings to the game by way of knowledge, experience navigating technology, and the subject matter. The results give voice to students’ experiences and provide new insights into understanding the learning processes inherent in using serious games in health education.
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Previous studies have shown that the learning performance of students greatly increases once personal experiences are made possible. In construction education, few serious gaming environments are available to boost the students’ thirst of discovery and interaction. As of now, theoretical content like lean principles is often taught by frontal classroom style teaching. This paper describes the development and preliminary testing of a first of a kind serious gaming platform that introduces construction engineering and management students to hands-on learning. The novelty of the developed platform is that it combines the previously separate methods of Building Information Modeling (BIM), Internet of things (IoT), and Lean Construction (LC) in one (serious) game. Technical aspects of the platform and results to its evaluation in a classroom setting are presented. The added value to learning is shown as part of learning curves automatically generated from the players’ data. While such data were previously not available, some still existing limitations and an outlook present the next steps in establishing such serious games in construction education.