Narrative games for learning: Testing the discovery and narrative hypotheses.
Abstract
Strong claims are made for the potential educational effectiveness of narrative-based adventure games, but evidence about how to construct effective educational games is needed (Clark, Yates, Early, & Moulton, 2010; O'Neil & Perez, 2008). College students played a computer-based narrative discovery learning game called Crystal Island (Spires et al., 2010), in which they learned about pathogens (in Experiment 1), or one called Cache 17 (Koenig, 2008), in which they learned how electromechanical devices work (in Experiment 2). In media comparison tests, participants who learned by playing the game performed worse than students who learned from a matched slideshow presentation on retention (d = 1.37), transfer (d = 0.57), and difficulty rating (d = 0.93) in Experiment 1 and on posttest score (d = 0.31) and learning time (d = 2.89) in Experiment 2. In value-added tests, taking away the narrative theme concerning a detective story in the Cache 17 game did not significantly affect students' posttest score (d = -0.16) or learning time (d = -0.22) in Experiment 2. Overall, these results provide no evidence that computer-based narrative games offer a superior venue for academic learning under short time spans of under 2 hr. Findings contradict the discovery hypothesis that students learn better when they do hands-on activities in engaging scenarios during learning and the narrative hypothesis that students learn better when games have a strong narrative theme, although there is no evi…
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[87] found no positive effect of the game story on learning performance.
“[87] found no positive effect of the game story on learning performance.”
From Extracting Design Guidelines for Augmented Reality Serious Games for Children (2022) · cites this paper as [87]
Cites
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“In contrast, as described previously, the distraction view is based on the idea that learners have a limited cognitive capacity so they are able to engage in only a limited amount of cognitive processing at any one time during learning (Kirschner et al., 2006; Mayer, 2009; Sweller, 1999).”
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A meta-analysis of the cognitive and motivational effects of serious games.
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Extracting Design Guidelines for Augmented Reality Serious Games for Children
Li, J., Spek, E. V. D., Hu, J., & Feijs, L. (2022) · IEEE Access · doi:10.1109/access.2022.3184775 · Cited by 29 · see citing works
- Authors
- Adams, D. M., Mayer, R. E., MacNamara, A., Koenig, A., & Wainess, R.
- Affiliations
- University of California, Santa Barbara (US)
- University of California, Los Angeles (US)
- Venue
- Journal of Educational Psychology
- Published
- 2012-02
- Volume
- 104
- Issue
- 1
- Pages
- 235-249
- ISSN
- 0022-0663 (ISSN-L)
- 1939-2176
- OpenAlex
- W2012039745
- Cited by
- 207
- References
- 4
- Citations by year
- 2026: 8 · 2025: 9 · 2024: 12 · 2023: 14 · 2022: 19 · 2021: 24 · 2020: 16 · 2019: 16 · 2018: 16 · 2017: 19 · 2016: 14 · 2015: 14 · 2014: 8 · 2013: 13 · 2012: 5
- FWCI
- 16.52
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Journal of Educational Psychology (publishedVersion)
- Funders
- Office of Naval Research
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Psychology › Experimental and Cognitive Psychology › Visual and Cognitive Learning Processes
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Keywords
- game-based learning, narrative games, adventure games, discovery learning, knowledge retention, transfer of learning, learning time, pathogenic microorganisms, electromechanical systems, value-added analysis, Crystal Island
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