Search
Program Calendar
Browse By Day
Browse By Time
Browse By Person
Browse By Unit
Browse By Session Type
Search Tips
Annual Meeting Housing and Travel
Personal Schedule
Sign In
X (Twitter)
Self-report measures of achievement goals and situational interest have been observed to impact academic achievement, however, it is unclear how these self-reports impact both performance in a game-based learning environment (GBLE) and content knowledge. This study examined the relationship between children’s self-motivational reports and in-game behaviors of engagement and how both types of motivational measures impact in-game efficiency and science knowledge. Fifth-grade students (N = 792) played Crystal Island - Uncharted Discovery, a science GBLE for six fifty-minute sessions. Results showed that self-reports of achievement goals and interest failed to predict behaviors of in-game engagement, and were not as effective as in-game behaviors in predicting performance and content learning. Implications for the use of GBLEs in educational contexts are discussed.