Cited by 17Educational Games and GamificationAugmented Reality ApplicationsDigital Games and Media

In-game performance: The role of students’ socio-economic status, self-efficacy and situational interest in an augmented reality game

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Arztmann, Michaela, Domínguez Alfaro, Jessica Lizeth, Hornstra, Lisette, Jeuring, Johan, Kester, Liesbeth·2024·British Journal of Educational Technology

Abstract

Digital games are widely used in education to motivate students for science. Additionally, augmented reality (AR) is increasingly used in education. However, recent research indicates that these technologies might not be equally beneficial for students with different background characteristics. Moreover, students with different backgrounds may differ in their self‐efficacy and interest when playing games and this could lead to differences in performance. Given the increased use of games and immersive technologies in education, it is important to gain a better understanding of the effectiveness of games for different student groups. This study focused on the role of students' socio‐economic status (SES) and examined whether SES was associated with in‐game performance and whether interest and self‐efficacy mediated potential associations between SES and in‐game performance. Since log data are increasingly used to predict learning outcomes and can provide valuable insights into individual behaviour, in‐game performance was assessed with the use of log data. In total, 276 early secondary school students participated in this study. The results indicate that SES has no direct or indirect effect through self‐efficacy and interest on in‐game performance. However, a lower self‐efficacy increased the likelihood to drop out of the game. These findings suggest that students from different socio‐economic backgrounds are equally interested and self‐efficacious while playing the game and that their performance is not affected by their background. The affordances of AR as an immersive learning environment might be motivating enough to help mitigate possible SES differences in students. Practitioner notes What is already known about this topic Digital games are an effective tool to increase motivation and learning outcomes of students. Students' self‐efficacy and situational interest influence learning outcomes and in‐game performance. It is unclear whether digital games are equally effective for students with different socio‐economic status. What this paper adds Socio‐economic status (SES) of students does not affect in‐game performance. Students with different SES are equally interested and self‐efficacious. Lower self‐efficacy and lower school track influence the likelihood of dropout. Implications for practice and/or policy Socio‐economic status does not fortify the possible performance differences between students and games can be utilized as a learning tool that motivates all students equally. There are students who do not optimally benefit when games are implemented in education and who may need additional support.

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  • SE may reduce uncertainty when students interact with AR interfaces, allowing them to focus more on therapeutic activities rather than on the complexity of the technology itself.

    “SE may reduce uncertainty when students interact with AR interfaces, allowing them to focus more on therapeutic activities, such as simulated social exposure and cognitive restructuring, rather than on the complexity of the technology itself [96,97,98,99].”

    From Advancing Undergraduate Student Mental Healthcare of Social Anxiety Disorder: Evaluating the Acceptance of AR-Assisted Cognitive Behavioral Therapy Through TAM-Based Constructs. (2026) · cites this paper as [99]

    The Discussion (page not supplied) links low self-efficacy to early dropout, and its practical implications say some students may need help navigating the complexity of AR/game environments. The paper does not examine whether self-efficacy reduces uncertainty at AR interfaces or redirects attention toward therapeutic activities; its setting is a STEM education game. (LLM, conf=0.85)

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Research works printed but not linked: 2

  1. Field, A. (2009). Discovering statistics using SPSS statistics. And sex, drugs and Rock 'n' roll (3rd ed.). Sage.
  2. Plass, J. L., Homer, B. D., Mayer, R. E., & Kinzer, C. K. (2020). Theoretical foundations of game-based and playful learning. In J. L. Plass, R. E. Mayer, & B. D. Homer (Eds.), Handbook of game-based learning (pp. 3-24).

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Authors
Arztmann, M., Domínguez Alfaro, J. L., Hornstra, L., Jeuring, J., & Kester, L.
Affiliations
  • Utrecht University (NL)
  • Department of Chemical Engineering, Faculty of Engineering KU Leuven Leuven Belgium
  • Department of Education Utrecht University Utrecht The Netherlands
Corresponding author
Arztmann, Michaela
Venue
British Journal of Educational Technology
Publisher
Wiley
Published
2023-09-26
Volume
55
Issue
2
Pages
484-498
ISSN
  • 0007-1013 (ISSN-L)
  • 1467-8535
OpenAlex
W4387059523
Cited by
17
References
54
Citations by year
2026: 6 · 2025: 6 · 2024: 5
FWCI
8.23
Type
journal article
Language
en
Open access
Locations
  • British Journal of Educational Technology (publishedVersion, cc-by-nc)
  • Lirias (KU Leuven) (submittedVersion, cc-by-nc)
  • Utrecht University Repository (Utrecht University) (submittedVersion, other-oa)
Funders
  • European Commission (HORIZON2020, 812716)
  • Fondazione Europea Ricerca Biomedica
  • Horizon 2020 (812716)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Physical Sciences › Computer Science › Computer Vision and Pattern Recognition › Augmented Reality Applications
  • Social Sciences › Sociology and Political Science › Digital Games and Media
Keywords
augmented reality games, socioeconomic status, self-efficacy, situational interest, in-game performance, logs, science education, game-based learning, school track, educational technology equity

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