Abstract
Digital game-based learning (DGBL) has become increasingly popular. With elements such as narratives, rewards, quests, and interactivity, DGBL can actively engage learners, stimulating desired learning outcomes. In an effort to increase its appeal, affective embodied agents (EAs) have been incorporated as learning companions or instructors in DGBL. However, claims about the efficacy of using affective EAs in DGBL have scarcely been subjected to empirical analysis. Therefore, this study aims to investigate the influence of affective EAs on students' learning outcome, motivation, perceived usefulness, and behavioral intention in an information literacy (IL) game. Eighty tertiary students were recruited and randomly assigned in a pre- and post-test between-subjects experiment with two conditions: affective-EA and no-EA. Results showed that participants benefited from interacting with the affective EA in the IL game in terms of attention, confidence, satisfaction, and intention to learn IL knowledge and to recommend. However, there were no significant differences in learning outcome, relevance, or intention to play the game. Contributions and limitations of this study are also discussed at the end.
Original language | English |
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Title of host publication | JCDL 2016 - Proceedings of the 16th ACM/IEEE-CS Joint Conference on Digital Libraries |
Publisher | Institute of Electrical and Electronics Engineers Inc. |
Pages | 119-128 |
Number of pages | 10 |
ISBN (Electronic) | 9781450342292 |
DOIs | |
Publication status | Published - Sept 1 2016 |
Externally published | Yes |
Event | 16th ACM/IEEE-CS Joint Conference on Digital Libraries, JCDL 2016 - Newark, United States Duration: Jun 19 2016 → Jun 23 2016 |
Publication series
Name | Proceedings of the ACM/IEEE Joint Conference on Digital Libraries |
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Volume | 2016-September |
ISSN (Print) | 1552-5996 |
Conference
Conference | 16th ACM/IEEE-CS Joint Conference on Digital Libraries, JCDL 2016 |
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Country/Territory | United States |
City | Newark |
Period | 6/19/16 → 6/23/16 |
Bibliographical note
Publisher Copyright:© 2016 ACM.
ASJC Scopus Subject Areas
- General Engineering
Keywords
- Affective embodied agent
- digital game-based learning
- educational games
- game evaluation
- information literacy education