Mobile game-based learning in secondary education: Students’ immersion, game activities, team performance and learning outcomes

In this study of the game “NoCredit, GameOver!®” (NCGO), students' game activities are explored and related to their learning outcomes and performance in the game. Secondary school students used tablets to access virtual information about having debts and to perform tasks in an urban environment. Data were gathered from 181 students who completed questionnaires concerning their game activities in a team, immersion into the game and character assigned to them, and learning outcomes. The extent to which students empathized with the game characters appeared be negatively related to their interest in and knowledge of the subject. In addition, perceived content authenticity was negatively related with students' spending money wisely. Searching the internet with a team was positively related to students’ self-reported spending money wisely. Visiting organizations, which was one of the scheduled game activities, showed a positive relationship with team game performance. Implications for teaching with games and future research are suggested.
Source: Computers in Human Behavior - Category: Information Technology Source Type: research