Abstract
Although there is controversy surrounding rewards and competition in education, they are key elements in digital game-based learning (DGBL). Research on the influence of rewards and competition in DGBL often yields mixed results, suggesting a need to investigate individual game elements and their interactions. This study implemented DGBL focusing on computational thinking (CT) in 7th-grade classes. Both quantitative and behavioral data were collected to understand the impact of rewards (power-up or customization) and competition (with or without) on students’ intrinsic motivation, game performance, behaviors, and CT skills. The findings uncovered significant interactions between rewards and competition. Students with both competition and power-up rewards achieved the highest game points but the lowest CT performance, whereas those exposed to the same power-up rewards without competition attained the lowest game points but the best CT performance. Implications are drawn for DGBL research and practice.
| Original language | English |
|---|---|
| Article number | 101995 |
| Journal | Learning and Instruction |
| Volume | 94 |
| DOIs | |
| State | Published - Dec 2024 |
Bibliographical note
Publisher Copyright:© 2024 Elsevier Ltd
Keywords
- Competition
- Computational thinking
- Game-based learning
- Rewards
ASJC Scopus subject areas
- Education
- Developmental and Educational Psychology
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