In-game performance: The role of students’ socio-economic status, self-efficacy and situational interest in an augmented reality game
Open accessAbstract
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.
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.
Integrity signals
Registry
Cites
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.
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?
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)
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
(2013) · Cited by 44,563 · see citing works
Self-efficacy: Toward a unifying theory of behavioral change
Bandura, A. (1977) · Psychological Review · doi:10.1037/0033-295x.84.2.191 · Cited by 43,925 · see citing works
Preacher, K. J., & Hayes, A. F. (2008) · Behavior Research Methods · doi:10.3758/brm.40.3.879 · Cited by 34,117 · see citing works
Reproduction in Education, Society and Culture
Broadfoot, T. (1978) · Comparative Education · doi:10.1080/0305006780140109 · Cited by 6,685 · see citing works
The four-phase model of interest development
Hidi, S., & Renninger, K. A. (2006) · Educational Psychologist · doi:10.1207/s15326985ep4102_4 · Cited by 4,702 · see citing works
Socioeconomic Status and Academic Achievement: A Meta-Analytic Review of Research
Sirin, S. R. (2005) · Review of Educational Research · doi:10.3102/00346543075003417 · Cited by 4,687 · see citing works
A meta-analysis of the cognitive and motivational effects of serious games.
Wouters, P., van Nimwegen, C., van Oostendorp, H., & van der Spek, E. D. (2013) · Journal of Educational Psychology · doi:10.1037/a0031311 · Cited by 1,864 · see citing works
Currie, C. E., Molcho, M., Boyce, W., Holstein, B. E., Torsheim, T., & Richter, M. (2008) · Social Science & Medicine · doi:10.1016/j.socscimed.2007.11.024 · Cited by 1,637 · see citing works
Makransky, G., & Petersen, G. B. (2021) · Educational Psychology Review · doi:10.1007/s10648-020-09586-2 · Cited by 1,438 · see citing works
The impact of gamification on learning and instruction: A systematic review of empirical evidence
Zainuddin, Z., Chu, S. K. W., Shujahat, M., & Perera, C. J. (2020) · Educational Research Review · doi:10.1016/j.edurev.2020.100326 · Cited by 1,276 · see citing works
Augmented reality in education: a meta-review and cross-media analysis
Radu, I. W. (2014) · Personal and Ubiquitous Computing · doi:10.1007/s00779-013-0747-y · Cited by 1,054 · see citing works
Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis
Vogel, J. J., Vogel, D. S., Cannon‐Bowers, J. A., Bowers, C. A., Muse, K., & Wright, M. (2006) · Journal of Educational Computing Research · doi:10.2190/flhv-k4wa-wpvq-h0ym · Cited by 941 · see citing works
Sampling Essentials: Practical Guidelines for Making Sampling Choices
Daniel, J. (2012) · Sage eBooks · doi:10.4135/9781452272047 · Cited by 671 · see citing works
TIMSS 2023 International Results in Mathematics and Science
von Davier, M., Kennedy, A., Reynolds, K., Fishbein, B., Khorramdel, L., Aldrich, C., Bookbinder, A. K., Bezirhan, U., & Yin, L. (2024) · doi:10.6017/lse.tpisc.timss.rs6460 · Cited by 565 · see citing works
Systematic review and meta-analysis of augmented reality in educational settings
Garzón, J., Pavón, J., & Baldiris, S. (2019) · Virtual Reality · doi:10.1007/s10055-019-00379-9 · Cited by 562 · see citing works
Science Achievement Gaps Begin Very Early, Persist, and Are Largely Explained by Modifiable Factors
Morgan, P. L., Farkas, G., Hillemeier, M. M., & Maczuga, S. (2016) · Educational Researcher · doi:10.3102/0013189x16633182 · Cited by 519 · see citing works
Gogol, K., Brunner, M., Goetz, T., Martin, R., Ugen, S., Keller, U., Fischbach, A., & Preckel, F. (2014) · Contemporary Educational Psychology · doi:10.1016/j.cedpsych.2014.04.002 · Cited by 451 · see citing works
Currie, C., Inchley, J., Molcho, M., Lenzi, M., Veselská, Z. D., & Wild, F. (2014) · Cited by 433 · see citing works
Krajewski, K., & Schneider, W. (2008) · Learning and Instruction · doi:10.1016/j.learninstruc.2008.10.002 · Cited by 405 · see citing works
Lamb, R. L., Annetta, L. A., Firestone, J. B., & Etopio, E. (2017) · Computers in Human Behavior · doi:10.1016/j.chb.2017.10.040 · Cited by 373 · see citing works
Handbook of Game-Based Learning.
Plass, J. L., Mayer, R. E., & Homer, B. D. (2020) · The MIT Press eBooks · Cited by 352 · see citing works
Kriegbaum, K., Becker, N., & Spinath, B. (2018) · Educational Research Review · doi:10.1016/j.edurev.2018.10.001 · Cited by 229 · see citing works
Jansen, M., Lüdtke, O., & Schroeders, U. (2016) · Contemporary Educational Psychology · doi:10.1016/j.cedpsych.2016.05.004 · Cited by 163 · see citing works
McGeown, S. P., Putwain, D. W., Simpson, E. G., Boffey, E., Markham, J., & Vince, A. (2014) · Learning and Individual Differences · doi:10.1016/j.lindif.2014.03.022 · Cited by 136 · see citing works
Interest Development and Learning
Renninger, K. A., & Hidi, S. E. (2019) · Cambridge University Press eBooks · doi:10.1017/9781316823279.013 · Cited by 136 · see citing works
Shute, V. J., D’Mello, S. K., Baker, R. S., Cho, K., Bosch, N., Ocumpaugh, J. L., Ventura, M., & Almeda, M. V. (2015) · Computers & Education · doi:10.1016/j.compedu.2015.08.001 · Cited by 129 · see citing works
Hobza, V., Hamrik, Z., Bucksch, J., & De Clercq, B. (2017) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph14121540 · Cited by 129 · see citing works
Riopel, M., Nenciovici, L., Potvin, P., Chastenay, P., Charland, P., Sarrasin, J. B., & Masson, S. (2019) · Studies in Science Education · doi:10.1080/03057267.2019.1722420 · Cited by 127 · see citing works
From social class to self-efficacy: internalization of low social status pupils’ school performance
Wiederkehr, V., Darnon, C., Chazal, S., Guimond, S., & Martinot, D. (2015) · Social Psychology of Education · doi:10.1007/s11218-015-9308-8 · Cited by 122 · see citing works
Harrington, B., & O’Connell, M. (2016) · Computers in Human Behavior · doi:10.1016/j.chb.2016.05.062 · Cited by 102 · see citing works
Alonso‐Fernández, C., Martínez‐Ortiz, I., Caballero, R., Freire, M., & Fernández‐Manjón, B. (2019) · Journal of Computer Assisted Learning · doi:10.1111/jcal.12405 · Cited by 95 · see citing works
Parker, P. D., Sanders, T., Anders, J., Sahdra, B. K., Shure, N., Jerrim, J., & Cull, N. (2020) · Learning and Instruction · doi:10.1016/j.learninstruc.2020.101432 · Cited by 92 · see citing works
Socioeconomic gaps in science achievement
Betancur, L., Votruba-Drzal, E., & Schunn, C. D. (2018) · International Journal of STEM Education · doi:10.1186/s40594-018-0132-5 · Cited by 89 · see citing works
Reciprocal Predictions Between Interest, Self-Efficacy, and Performance During a Task
Nuutila, K., Tapola, A., Tuominen, H., Kupiainen, S., Pásztor, A., & Niemivirta, M. (2020) · Frontiers in Education · doi:10.3389/feduc.2020.00036 · Cited by 85 · see citing works
Li, H., Liu, J., Zhang, D.-F., & Liu, H.-Y. (2020) · British Journal of Educational Psychology · doi:10.1111/bjep.12351 · Cited by 80 · see citing works
Corell, M., Chen, Y., Friberg, P., Petzold, M., & Löfstedt, P. (2021) · BMC Public Health · doi:10.1186/s12889-021-11968-2 · Cited by 77 · see citing works
Arztmann, M., Hornstra, L., Jeuring, J., & Kester, L. (2023) · Studies in Science Education · doi:10.1080/03057267.2022.2057732 · Cited by 74 · see citing works
Self-citationCan cooperative video games encourage social and motivational inclusion of at‐risk students?
Hanghøj, T., Lieberoth, A., & Misfeldt, M. (2018) · British Journal of Educational Technology · doi:10.1111/bjet.12642 · Cited by 72 · see citing works
Strello, A., Strietholt, R., Steinmann, I., & Siepmann, C. (2021) · Educational Assessment Evaluation and Accountability · doi:10.1007/s11092-020-09346-4 · Cited by 69 · see citing works
Guill, K., Lüdtke, O., & Köller, O. (2017) · Learning and Instruction · doi:10.1016/j.learninstruc.2016.10.001 · Cited by 65 · see citing works
The development of situational interest during a digital mathematics game
Rodríguez-Aflecht, G., Jaakkola, T., Pongsakdi, N., Hannula‐Sormunen, M. M., Brezovszky, B., & Lehtinen, E. (2018) · Journal of Computer Assisted Learning · doi:10.1111/jcal.12239 · Cited by 60 · see citing works
Motivation as a Mediator of Social Disparities in Academic Achievement
Steinmayr, R., Dinger, F. C., & Spinath, B. (2011) · European Journal of Personality · doi:10.1002/per.842 · Cited by 57 · see citing works
Wang, J., Stebbins, A., & Ferdig, R. E. (2021) · Computers & Education · doi:10.1016/j.compedu.2021.104405 · Cited by 51 · see citing works
Debeer, D., Vanbecelaere, S., Noortgate, W. V. D., Reynvoet, B., & Depaepe, F. (2021) · British Journal of Educational Technology · doi:10.1111/bjet.13103 · Cited by 42 · see citing works
Flow Experience and Situational Interest in Game-Based Learning: Cousins or Identical Twins
Kiili, K. J. M., Lindstedt, A., Koskinen, A., Halme, H., Ninaus, M., & McMullen, J. A. (2021) · International Journal of Serious Games · doi:10.17083/ijsg.v8i3.462 · Cited by 42 · see citing works
Manganelli, S., Cavicchiolo, E., Lucidi, F., Galli, F., Cozzolino, M., Chirico, A., & Alivernini, F. (2021) · Personality and Individual Differences · doi:10.1016/j.paid.2021.111077 · Cited by 41 · see citing works
Adolescents' engagement trajectories in multicultural classrooms: The role of the classroom context
Engels, M., Phalet, K., Gremmen, M. C., Dijkstra, J. K., & Verschueren, K. (2020) · Journal of Applied Developmental Psychology · doi:10.1016/j.appdev.2020.101156 · Cited by 40 · see citing works
Predicting transfer from a game-based learning environment
Nietfeld, J. L. (2019) · Computers & Education · doi:10.1016/j.compedu.2019.103780 · Cited by 33 · see citing works
Social Cognitive Theory, Self-Efficacy, and Students with Disabilities
Schunk, D. H., & DiBenedetto, M. K. (2020) · Routledge eBooks · doi:10.4324/9781315100654-13 · Cited by 29 · see citing works
Visual behavior and self-efficacy of game playing: an eye movement analysis
Hsu, C.-Y., Chiou, G., & Tsai, M. (2018) · Interactive Learning Environments · doi:10.1080/10494820.2018.1504309 · Cited by 24 · see citing works
van Leest, A., Hornstra, L., van Tartwijk, J., & van de Pol, J. (2020) · British Journal of Educational Psychology · doi:10.1111/bjep.12356 · Cited by 23 · see citing works
Blattgerste, J., Luksch, K., Lewa, C., & Pfeiffer, T. (2021) · Multimodal Technologies and Interaction · doi:10.3390/mti5070030 · Cited by 22 · see citing works
Demanet, J., & Houtte, M. V. (2018) · Social Psychology of Education · doi:10.1007/s11218-018-9470-x · Cited by 20 · see citing works
Verhaeghe, J. P., Vanlaar, G., Knipprath, H., Fraine, B. D., & Damme, J. V. (2017) · Studies In Educational Evaluation · doi:10.1016/j.stueduc.2017.07.006 · Cited by 12 · see citing works
Flagged first, then by citations
Research works printed but not linked: 2
- Field, A. (2009). Discovering statistics using SPSS statistics. And sex, drugs and Rock 'n' roll (3rd ed.). Sage.
- 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).
Cited by
Sorted by citations
Wei, X., Wang, L., Lee, L., & Liu, R. (2024) · Journal of Educational Computing Research · doi:10.1177/07356331241305519 · Cited by 51 · see citing works
“AR is often used in conjunction with collaborative learning, games, intelligent tutors, and concept maps to help students learn effectively (Arztmann et al., 2023; Ates, 2024; Chen et al., 2016).”
Λαμπρόπουλος, Γ., & Evangelidis, G. (2025) · Applied Sciences · doi:10.3390/app15020971 · Cited by 59 · see citing works
“Additionally, it can improve students understanding, performance, knowledge retention, and skills [112,118,120,122,123,132], increase their confidence [69], enhance their learning motivation and engagement [107,113], and promote students’ self-efficacy [130] and self-regulated learning [117].”
Hong, J., Tai, T., & Liang, F. (2025) · British Journal of Educational Technology · doi:10.1111/bjet.13577 · Cited by 17 · see citing works
Augmented Reality as an Educational Tool: Transforming Teaching in the Digital Age
Rodriguez-Saavedra, M. O., Barrera-Benavides, L. G., Galindo, I. C., Ascuña, L. M. C., Gonzales, A. V. M., López, J. W. M., & Catasi, R. W. A. (2025) · Information · doi:10.3390/info16050372 · Cited by 13 · see citing works
The Impact of Using Educational and Digital Games on Middle School Students Science Achievement
Ivgin, A. B., & Akçay, H. (2024) · International Journal of Technology in Education · doi:10.46328/ijte.781 · Cited by 14 · see citing works
“Several empirical studies have found that students in game-based learning classrooms show better learning performance than students in traditional learning classrooms (Arztmann et al., 2023; McLaren et al., 2017; Riopel et.”
Understanding esports player preferences: which self-definitional needs drive their satisfaction?
Wang, W., Liu, W., Hang, H., & Chen, Z. (2024) · Internet Research · doi:10.1108/intr-02-2024-0305 · Cited by 7 · see citing works
Huang, M.-Y., & Liu, X. (2025) · International Journal of Educational Research · doi:10.1016/j.ijer.2025.102666 · Cited by 7 · see citing works
PsyGeCo – Psychisch Gesund in Zeiten von Corona
Çelik, F., Schäfermeier, E., Stelzmann, D., Arraf, S., Matthies, E., Bremerich, L., Roggenkamp, S., Schneider, S., & Schuck, K. (2024) · Kindheit und Entwicklung · doi:10.1026/0942-5403/a000450 · Cited by 2 · see citing works
Chiu, E. Y. Y. (2025) · Review of Education · doi:10.1002/rev3.70061 · Cited by 1 · see citing works
Shimul, A. S., Lim, W., Cheah, I., & Lim, X. (2026) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2026.2647129 · Cited by 1 · see citing works
Order Matters: The Effect of “AR-First” or “AR-Later” on Consumer Decision-Making
Sun, C., Wang, D., & Liu, Y. (2024) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2024.2428473 · Cited by 1 · see citing works
“The integration of Augmented Reality (AR) technology across various sectors, including retail (Davis & Aslam, 2024), gaming (Arztmann et al., 2023), tourism (Han et al., 2019), education (S € okmen et al., 2024), and healthcare (Mese, 2024), has become increasingly prevalent.”
Zhou, Z., Zhou, Y., Ouyang, B., Man, S. S., & Chan, A. H. S. (2026) · Healthcare · doi:10.3390/healthcare14131978
“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 [96–99].”
Nguyen, M. H., & Le, T. T. H. (2025) · The International Journal of Management Education · doi:10.1016/j.ijme.2025.101347
Xu, W., & Dai, W.-A. (2026) · Active Learning in Higher Education · doi:10.1177/14697874261424519
No player is an island: Belonging, identity and skill in online game teams
Kim, J. Y., & Williams, D. C. (2026) · Entertainment Computing · doi:10.1016/j.entcom.2026.101171
Personalized Learning and Teacher Assistance Using AI and AR
Gupta, D. (2026) · Advances in computational intelligence and robotics book series · doi:10.4018/979-8-3373-9883-9.ch009
Du, M. (2026) · Humanities and Social Sciences Communications · doi:10.1057/s41599-026-09141-4
“Third, and most signi fi cantly, the role of gami fi cation in educational equity has not been thoroughly studied, especially with regard to minimizing performance differences among socio-economic statuses, previous levels of achievement, and demographics (Arztmann et al., 2024; Gisbert et al., 2024).”
- 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
- ORCID
- 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
- hybrid
- doi.org
- Licence
- 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
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