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The Impact of Trace Data and Motivational Self-Reports on Performance and Learning in Educational Games

Sat, April 18, 2:15 to 3:45pm, Virtual Room

Abstract

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.

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