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Goal-Setting in Educational Video Games

Steve Nebel, Sascha Schneider, Janine Schledjewski and Günter Daniel Rey

Simulation & Gaming, 2017, vol. 48, issue 1, 98-130

Abstract: Background . The increased usage of educational video games with their strong graphical and technical potential raises the question of how to optimize the instructional elements of gameplay. In this article, the instructional goal was analyzed with the theoretical background of both motivational psychology ( goal-setting theory ) and cognitive psychology ( goal-free effect ). Aim . We compared different goal types within an educational video game specifically produced for this context, using MINECRAFT as a content creation tool. Method . Within a quantitative, empirical experiment, 87 students divided into three goal groups (specific learning goal, specific performance goal, goal-free condition) played the video game for nearly three hours per test session to gain knowledge about basic elements of computer science and basic electric engineering. Results . The results show effects of goal-setting on cognitive load and affective measures . Having specific learning goals lowered extraneous and intrinsic cognitive load . Additionally, players following a specific learning goal reported having significantly more fun , indicating the affective impacts of goal-setting . Conclusions . The outcomes of this study have practical implications for the creation of educational video games and theoretical implications for further work within the field of instructional psychology.

Keywords: cognitive load theory; educational video games; game based learning; goal-free effect; goal-setting theory; Minecraft; serious games; teaching informatics (search for similar items in EconPapers)
Date: 2017
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Persistent link: https://EconPapers.repec.org/RePEc:sae:simgam:v:48:y:2017:i:1:p:98-130

DOI: 10.1177/1046878116680869

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