Ritterfeld Ute, Shen Cuihua, Wang Hua, Nocera Luciano, Wong Wee Ling
Center for Advanced Media Research Amsterdam and Department of Social Psychology, VU University Amsterdam, De Boelelaan 1081, Amsterdam, The Netherlands.
Cyberpsychol Behav. 2009 Dec;12(6):691-7. doi: 10.1089/cpb.2009.0099.
Serious games have become an important genre of digital media and are often acclaimed for their potential to enhance deeper learning because of their unique technological properties. Yet the discourse has largely remained at a conceptual level. For an empirical evaluation of educational games, extra effort is needed to separate intertwined and confounding factors in order to manipulate and thus attribute the outcome to one property independent of another. This study represents one of the first attempts to empirically test the educational impact of two important properties of serious games, multimodality and interactivity, through a partial 2 x 3 (interactive, noninteractive by high, moderate, low in multimodality) factorial between-participants follow-up experiment. Results indicate that both multimodality and interactivity contribute to educational outcomes individually. Implications for educational strategies and future research directions are discussed.
严肃游戏已成为数字媒体的一种重要类型,因其独特的技术特性,常被誉为具有促进深度学习的潜力。然而,相关论述大多仍停留在概念层面。为了对教育游戏进行实证评估,需要付出额外努力来分离相互交织和混淆的因素,以便进行操控,从而将结果归因于一个独立于另一个的属性。本研究首次尝试通过一项部分2×3(交互性:交互、非交互;多模态:高、中、低)组间后续析因实验,实证检验严肃游戏两个重要属性——多模态和交互性——的教育影响。结果表明,多模态和交互性各自都对教育成果有贡献。文中还讨论了对教育策略和未来研究方向的启示。