Cited by 42Educational Games and GamificationDigital Games and MediaEducation, Achievement, and Giftedness

Difficulty and self-efficacy: An exploratory study

Open access
Power, Jason, Lynch, Raymond, McGarr, Oliver·2020·British Journal of Educational Technology

Abstract

Abstract Serious games are becoming increasingly popular due to their association with increased learning outcomes when compared to traditional self‐regulated learning activities. However, the majority of research examining the outcomes of serious games has focused almost exclusively on learning outcomes. This has resulted in a lack of research examining why these types of games result in increased positive outcomes, such as engagement or performance. This study seeks to address this gap in existing research by examining the relationship between game difficulty and participants’ engagement, performance and self‐efficacy in a Pacman style maze navigation game. This required the use of hidden difficulty variations which participants were randomly assigned. Participants engaged with the game over a 5‐days practice period. Results from this study suggest that difficulty plays a considerable role in influencing participants’ self‐efficacy for the task. Self‐efficacy has been consistently linked to positive outcomes such as increased engagement and performance. This highlights the importance of difficulty as a game design factor as well as providing an insight into the manner in which serious games could be further refined in order to increase user’s self‐efficacy and associated positive outcomes. Implications for future serious games and self‐efficacy research are discussed.

The claims and statistics of this paper haven’t been checked yet.

Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.

A few free checks a day · papers already verified open instantly · results are public

Integrity signals

Registry

Crossref · 10.1111/bjet.12755

Cites

48 of 48 references verified0 citation errors · 0 not checkable

Statistics

Claims the paper makes

The claims and statistics of this paper haven’t been checked yet.

Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.

A few free checks a day · papers already verified open instantly · results are public

Claims other papers make about this one

Each is checked against this paper’s own text: does it say what the citing paper says it does?

  • The mindful decentering intervention being perceived as easier may have impacted participants' feelings of self-efficacy regarding management of their anxiety or the extent to which they were able to engage in the intervention.

    “The mindful decentering intervention being perceived as easier may have impacted the participants' feelings of self-efficacy regarding the management of their anxiety or the extent to which participants were able to engage in the intervention (Bandura, 1988; Nuutila et al., 2021; Power et al., 2020).”

    From Mindfulness Effects on Anxiety: Disentangling the Role of Decentering and Treatment Expectations (2024) · cites this paper as Power et al., 2020

    The Discussion reports that lower game difficulty was associated with greater mastery experience and self-efficacy, and that difficulty groups differed in practice attempts (passages 1 and 8). This supports a possible link between perceived ease, self-efficacy, and engagement, but the study did not examine mindful decentering or self-efficacy in managing anxiety. (LLM, conf=0.86)

    Experimental — accuracy not yet measured

Self-check

Percentages, sums and reported differences re-computed from the paper’s own numbers.

The self-check needs the paper’s full text.

Cites

Flagged first, then by citations

Research works printed but not linked: 3

  1. Bandura, A. (1986). Social foundations of thought and action: A social cognitive theory. Englewood Cliffs NJ: Prentice Hall.
  2. Cohen, J. (1988). Statistical power analysis for the behavioral sciencies. Hillsdale, NJ: Routledge.
  3. Martinez, M. (2003). High attrition rates in e-learning: Challenges, predictors, and solutions. The E-Learning Developers' Journal, 14(1), 38-46.

Cited by

Sorted by citations

Authors
Power, J., Lynch, R., & McGarr, O.
Affiliations
University of Limerick (IE)
Corresponding author
Power, Jason
Venue
British Journal of Educational Technology
Publisher
Wiley
Published
2019-02-25
Volume
51
Issue
1
Pages
281-296
ISSN
  • 0007-1013 (ISSN-L)
  • 1467-8535
OpenAlex
W2916190574
Cited by
42
References
48
Citations by year
2026: 6 · 2025: 11 · 2024: 6 · 2023: 5 · 2022: 6 · 2021: 4 · 2020: 4
FWCI
6.37
Type
journal article
Language
en
Open access
Locations
  • British Journal of Educational Technology (publishedVersion)
  • Arrow@dit (Dublin Institute of Technology) (acceptedVersion)
  • University of Limerick Institutional Repository (University of Limerick) (acceptedVersion, cc-by-nc-sa)
  • Figshare (submittedVersion, cc-by-nc-sa)
  • University of Limerick Institutional Repository (University of Limerick) (submittedVersion, cc-by-nc-sa)
  • University of Limerick Institutional Repository (University of Limerick)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Social Sciences › Psychology › Experimental and Cognitive Psychology › Education, Achievement, and Giftedness
Keywords
serious games, game difficulty, self-efficacy, player engagement, game performance, game design, student self-regulation

About these checks

Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.

Statistics and arithmetic are recomputed, not judged.

Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.

What counts as a claim ›How we measure confidence ›How we check this ›

Are you an author, or do you see a problem with this page? Request a review