Cited by 207Educational Games and GamificationVisual and Cognitive Learning ProcessesDigital Games and Media

Narrative games for learning: Testing the discovery and narrative hypotheses.

Adams, Deanne M., Mayer, Richard E., MacNamara, Andrew, Koenig, Alan, Wainess, Richard·2012·Journal of Educational Psychology

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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Crossref · 10.1037/a0025595

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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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