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You like it, you learn it: affectivity and learning in competitive social role play gaming

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Author
Brom, CyrilORCiD Profile - 0000-0001-5945-0514WoS Profile - N-4054-2016Scopus Profile - 23090133700
Šisler, VítORCiD Profile - 0000-0002-9429-6740WoS Profile - E-5630-2016Scopus Profile - 23398699500
Slussareff, MichaelaORCiD Profile - 0000-0002-1385-1889WoS Profile - K-5534-2015Scopus Profile - 55534623200
Selmbacherová, TerezaORCiD Profile - 0000-0002-6993-5870WoS Profile - DXD-0107-2022Scopus Profile - 57192197657
Hlávka, ZdeněkORCiD Profile - 0000-0003-1389-2653WoS Profile - P-5853-2016Scopus Profile - 15026431700

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Publication date
2016
Published in
International Journal of Computer-Supported Collaborative Learning
Volume / Issue
11 (3)
ISBN / ISSN
ISSN: 1556-1607
Funding Information
UK/PRVOUK/PRVOUK P47
UK/PRVOUK/PRVOUK P46
GA0/GP/GPP407/12/P152
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  • Faculty of Mathematics and Physics

This publication has a published version with DOI 10.1007/s11412-016-9237-3

Abstract
Despite the alleged ability of digital game-based learning (DGBL) to foster positive affect and in turn improve learning, the link between affectivity and learning has not been sufficiently investigated in this field. Regarding learning from team-based games with competitive elements, even less is known about the relationship between competitiveness (as a dispositional trait) and induced positive affect. In this media comparison study with between-subject design, participants (N = 325; high school and college students) learned about the EU's policy agenda by means of a debate-based method delivered through one of three educational media: a) through a social role-playing game with competitive elements played on computers, b) through a very similar game played without computers and c) through a non-game workshop. Unlike many previous DGBL studies, this study used participant randomization and strived to address the teacher effect and the length of exposure effect, while also using the same learning materials and a very similar educational method for all three treatments. Both games induced comparatively higher generalized positive affect and flow. Participants also learned more with the games. Positive affect, but not flow, mediated the influence of educational media on learning gains. Participants' competitiveness was partly related to positive affect and experiencing flow but unrelated to learning gains. These outcomes held both when the game was played using computers, as well as without them. The study indicates that the ability of an educational intervention to instigate positive affect is an important feature that should be considered by educational designers.
Keywords
Positive affect, Learning effects, Educational games, Collaborative games, Competition, Flow, Role-playing
Permanent link
https://hdl.handle.net/20.500.14178/1968
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WOS:000385153700004
SCOPUS:2-s2.0-84980017921
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This version of the article has been accepted for publication, after peer review (when applicable) and is subject to Springer Nature’s AM terms of use, but is not the Version of Record and does not reflect post-acceptance improvements, or any corrections. The Version of Record is available online at: http://dx.doi.org/10.1007/s11412-016-9237-3.

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