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Alternative goal structures for computer game-based learning

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Abstract

This field study investigated the application of cooperative, competitive, and individualistic goal structures in classroom use of computer math games and its impact on students’ math performance and math learning attitudes. One hundred and sixty 5th-grade students were recruited and randomly assigned to Teams–Games–Tournament cooperative gaming, interpersonal competitive gaming, individualistic gaming, and the control group. A state-standards-based math exam and an inventory on attitudes toward mathematics were used in pretest and posttest. Students’ gender and socioeconomic status were examined as the moderating variables. Results indicated that even though there was not a significant effect of classroom goal structure in reinforcing computer gaming for math test performance, game-based learning in cooperative goal structure was most effective in promoting positive math attitudes. It was also found that students with different socioeconomic statuses were influenced differently by gaming within alternative goal structures.

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Notes

  1. Learners perceive that they will be rewarded based on comparisons with other individual learners and their sense of self-determination decreases.

  2. Learners perceive that they are working together with other students to gain rewards or perceive themselves as working for their own rewards; their sense of self-determination increases.

  3. Levene’s test is non-significant (p > 0.05), indicating the assumption of homogeneity of variance not been violated.

  4. The test of the significance value of the covariates by independent variables interaction is non-significant (p > 0.05), hence the assumption of homogeneity of regression slopes (ANCOVA prerequisite) has not been violated.

  5. The adopted procedure of post-hoc analysis for a significant interaction was based on the work by Morgan et al. (2001).

  6. 0 means socio-disadvantaged and 1 means socio-normal.

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Correspondence to Fengfeng Ke.

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Ke, F. Alternative goal structures for computer game-based learning. Computer Supported Learning 3, 429–445 (2008). https://doi.org/10.1007/s11412-008-9048-2

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