The Impact of Personality and Motivation on Immersion in Simulation Games

2020 ◽  
Vol 10 (2) ◽  
pp. 1-20
Author(s):  
Anna Katharina Preuß

The cognitive-motivational process model of learning describes how personality traits in a specific situation influence current learner motivation and through certain mediators, the learning outcome. This study investigates the influence of personality traits and current motivation on these mediators. For 86 high school students playing a simulation game, the Big Five, the need for cognition, current motivations, immersion, and joy of learning were measured. A hierarchical regression analysis showed that need for cognition, interest, and challenge significantly and positively impacts the experienced immersion. Also, the joy of learning correlates positively with immersion. The adapted model was partly supported: Results of this study can explain to some extent the interaction of personality traits and current motivation as well as their combined impact on immersion in live-action social science simulation games.

2021 ◽  
pp. 104687812110498
Author(s):  
Anna K. Preuß

Background Against the backdrop of the cognitive-motivational process model proposed by Vollmeyer and Rheinberg (1998) , this study investigates how the personality trait need for cognition in combination with a specific situation (short and long version of a live-action simulation game), current motivation, and immersion and flow (mediators) predict the learning outcome in the simulation game EVERYDAY LIFE IN THE CLASSROOM ( Starker & Imhof, 2014 ). Methods N = 138 teacher students played the short 2-hour version of the simulation game, and N = 77 played the long 2-day version. Need for cognition, current motivation, immersion, flow, and learning outcome were measured by self-report questionnaires. Results A hierarchical regression analysis was used to determine the impact of the predictor variables (need for cognition, current motivation, immersion, and flow) on the self-evaluated learning outcome. For the 2-hour group, the predictor variables interest, challenge, and immersion (subscale: engagement) impacted self-reported learning outcome significantly positive. For the 2-day group, significant predictors were need for cognition, interest, and immersion (subscale: engrossment). In comparison of the two game versions, students playing the 2-day version reported significantly higher levels of engagement, engrossment, and learning outcome. Conclusion The cognitive-motivational process model of learning was partly supported: interest and immersion predict learning outcome in the live-action simulation game. The extended 2-day version of the game leads to higher levels of immersion and higher learning outcome, indicating that a longer timeframe secures the desired effects on learning outcome from simulation games. Further research needs to shed light on the interaction of personality traits and immersion.


2020 ◽  
Vol 4 (01) ◽  
pp. 1
Author(s):  
Nenza Nurfirmansyah ◽  
Rezki Yuniarti ◽  
Agus Komarudin

The increasingly high quality curriculum that will be implemented certainly has to be accompanied by needs with good quality standards as well. It is often difficult for the education provider to provide the need for tools to support practice, with high prices and modules that are not always available making it difficult for students to study independently in these circumstances. Game is one of the media to be able to do things in the real world without the need to have real equipment, such as education games with the genre of serious games that have been developed as alternative media of modern education, accompanied by Augmented Reality (AR) technology, This simulation can be achieved by pretty good. So, the purpose of this research is to design an educational game with a simulation game genre that can represent basic electronic practice by Vocational High School students so that students can learn independently more easily and lower costs and reduce the risk of errors when do practical work directly. The game is designed with the Design Thinking approach with Mobile Augmented Reality (MAR) to simulate virtual objects. Based on the results of the game test evaluation through a questionnaire on vocational students majoring in Communication Electronics as many as 30 students, where aspects were tested terari from the respondent's background, interaction with the User Interface, and User Experience obtained by respondents from game simulations showed that the average respondent was interested in doing basic electronics assembly through simulation games with a score of 83.10% and can receive a pretty good education through the game with 79.16% test results.


2017 ◽  
Vol 45 (1) ◽  
pp. 143-153
Author(s):  
Müge Çelik Örücü ◽  
Sühendan Er

The relationships that exist among brothers and sisters have been much less researched and observed than other kinds of family relationships. Thus, the impact of sibling dyads' gender and age difference on Turkish adolescents' communication satisfaction and trust was examined. The sample consisted of 272 (154 female, 118 male) Turkish high school students, all of whom were aged between 14 and 18 years and had 1 younger sibling. They were asked to complete the Sibling Communication Satisfaction Scale and the Dyadic Trust Scale. A significant gender difference was obtained for both trust and communication satisfaction, wherein females were more likely than males were to trust and be satisfied with their level of communication with their siblings, especially in the case of same-gender siblings. However, no significant result was found for age difference in terms of either trust or communication satisfaction.


2021 ◽  
Vol 13 (14) ◽  
pp. 7736
Author(s):  
Erin Gallay ◽  
Alisa Pykett ◽  
Constance Flanagan

Insofar as race, class, and gender have profound effects on people’s environmental experiences, and consequently their activism, the environmental field needs more work on the environmental experiences and insights of groups whose voices have been missing, including youth of color who live in urban areas in the U.S. In this paper, we focus on African American and Latinx students engaged in environmental projects in their urban communities and the impact of such projects on promoting pro-environmental leadership, agency, and behavior. We draw from written reflections and focus group interviews of several hundred 4th–12th graders (majority middle- and high-school students) who participated in place-based civic science projects. Thematic analyses of student responses found that students engaged in work on local environmental issues cultivated an appreciation for the natural world and an understanding of human-nature interdependence and the ties between the local environment and their communities’ health. Through taking action with others in their communities, students viewed themselves as contributors to their communities and started to form environmental identities in ways that are not traditionally measured. Findings point to the need for forms of environmental education that are contextually grounded and centered on environmental justice in urban areas.


2020 ◽  
Vol 20 (3) ◽  
pp. 317-351
Author(s):  
Scott Desposato ◽  
Gang Wang

AbstractDemocracy movements in authoritarian regimes usually fail and are repressed, but they may still affect attitudes and norms of participants and bystanders. We exploit several features of a student movement to test for enduring effects of social movements on democratic attitudes. College students were the core of the movement and had wide exposure to the ideas and activities of the movement, as well as the suppression of the movement. College-bound high school students had limited exposure to the movement and its activities. Time of college entry could in theory be manipulated and endogenous, so we also use birthdate as an exogenous instrument for enrollment year. Applying a fuzzy regression discontinuity, we test for the impact of exposure to the movement on long-term attitudes. We find significant attitudinal differences between those in college during the movement, and those who started college post-movement. These results are strongest for alumni of the four universities that were most connected to the movement.


1982 ◽  
Vol 12 (1) ◽  
pp. 73-87 ◽  
Author(s):  
Steven R. Burkett ◽  
Carol A. Hickman

This study examines the impact of appearance in juvenile court on perceptions of self, associations with peers who use marijuana, beliefs that the law is morally binding on oneself, and fear of legal sanctions for the use of marijuana, and subsequent self-reported marijuana use. A basic model specifying relationships among these variables is derived from both labeling theory and the deterrence approach. Findings from panel data collected at, two points in time from high school students (n=378), and data from juvenile court records provide not support for the hypothesis of specific deterrence and only marginal support for labeling theory. Additional findings point to the group nature of marijuana use and indicate that with the group context the potential impact of appearance in juvenile court is largely negated. Finally, no support is found for the hypothesis that the fear of legal sanctions is an effective deterrent to use. Policy implications of the findings are discussed.


2021 ◽  
pp. 002205742110259
Author(s):  
Tarak Dridi

Digital media literacy has become an intrinsic component in shaping high school students’ knowledge acquisition and critical thoughts. Over the last two decades, internet and computers have been the implemented tools to reach such goals and promote the students’ learning. This article looks for the impact of Information and Communication Technology (ICT) on Tunisian secondary school students by detecting their technical skills as well as their critical understanding. This quantitative study relies on a self-reporting approach and targets 150 Tunisian secondary students. It proves the necessary consideration of technological and social variables in helping sort out major digital handicaps related to secondary students and displays the interconnectedness between the different dimensions of digital media literacy. It also displays that Tunisian high school students cannot be referred to as digital-media literate people. The study contributes to the field of digital media literacy as it offers a solid empirical background to build on and indicates the necessity of integrating digital media literacy into the school-based initiatives.


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