Osvaldo Jiménez, Ugochi Acholonu, and Dylan Arena
- Published in print:
- 2014
- Published Online:
- March 2015
- ISBN:
- 9780199896646
- eISBN:
- 9780190256142
- Item type:
- chapter
- Publisher:
- Oxford University Press
- DOI:
- 10.1093/acprof:osobl/9780199896646.003.0016
- Subject:
- Psychology, Developmental Psychology
This chapter examines motivational aspects that cause students to play educational games and learn their featured content, with particular emphasis on a card game called Tug-of-War. It begins with an ...
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This chapter examines motivational aspects that cause students to play educational games and learn their featured content, with particular emphasis on a card game called Tug-of-War. It begins with an overview of help-seeking in technical environments before turning to a discussion of an initial way to measure motivation to learn: by focusing on the type and amount of help students seek from others in the classroom while playing the game. It then describes the design and development of Tug-of-War and how it has improved learning outcomes with respect to traditional academic measures.Less
This chapter examines motivational aspects that cause students to play educational games and learn their featured content, with particular emphasis on a card game called Tug-of-War. It begins with an overview of help-seeking in technical environments before turning to a discussion of an initial way to measure motivation to learn: by focusing on the type and amount of help students seek from others in the classroom while playing the game. It then describes the design and development of Tug-of-War and how it has improved learning outcomes with respect to traditional academic measures.