Elsevier

Computers & Education

Volume 55, Issue 2, September 2010, Pages 789-797
Computers & Education

Sustaining iterative game playing processes in DGBL: The relationship between motivational processing and outcome processing

https://doi.org/10.1016/j.compedu.2010.03.011Get rights and content

Abstract

Digital game-based learning (DGBL) has become a viable instructional option in recent years due to its support of learning motivation. Recent studies have mostly focused on identifying motivational factors in digital games (e.g., curiosity, rules, control) that support intrinsic motivation. These findings, however, are limited in two fronts. First, they did not depict the interactive nature of the motivational processing in DGBL. Second, they excluded the outcome processing (learners’ final effort versus performance evaluation) as a possible motivation component to sustain the iterative game playing cycle. To address these problems, situated in the integrative theory of Motivation, Volition, and Performance (MVP), this study examined the relationship between motivational processing and outcome processing in an online instructional game. The study surveyed 264 undergraduate students after playing the Trade Ruler online game. Based on the data collected by ARCS-based Instructional Materials Motivational Survey (IMMS), a regression analysis revealed a significant model between motivational processing (attention, relevance, and confidence) and the outcome processing (satisfaction). The finding preliminarily suggests that both motivational processing and outcome processing need to be considered when designing DGBL. Furthermore, the finding implies a potential relationship between intrinsic motives and extrinsic rewards in DGBL.

Introduction

A digital game is a context in which players compete in attaining game objectives by following rules and principles. The playing process is voluntary and players need to overcome challenges to achieve game objectives (Suits, 1978). Gredler (1994) insisted that game playing should be fun and competitive to engage players in the game. In the context of digital game-based learning (DGBL), game playing becomes a “serious” activity that requires players to make series of decisions to attain learning objectives (Apt, 1970, Kebritchi and Hirumi, 2008), which allows learners to restore the equilibrium state of the game learning system via autonomous playing actions (Avedon & Sutton-Smith, 1971). DGBL has been widely adopted for instructional purposes in recent years as it might be capable of helping learners achieve intended learning objectives with enjoyable learning-by-playing process (Federation of American Scientists, 2006, Gee, 2003, Prensky, 2003). During the process, players acquire learning experiences supported by interactions in games and immersed in complex learning environments that are made possible in digital games (Johnson & Huang, 2008; Pannese & Carlesi, 2007).

Digital games possess characteristics of stimulating competition, challenge, and curiosity, which could motivate learners in a learning process (Arnone, 2003, Johnson and Huang, 2008, Kebritchi and Hirumi, 2008). Recent research has discussed extensively on how digital games might motivate learners to achieve intended learning and performance outcomes (Ke, 2008, Kim et al., 2009, Malone, 1981, Papastergiou, 2009, Tüzün, 2009). Findings of these studies mainly centered on intrinsic motivational factors in multimedia learning such as challenge, curiosity, control, and fantasy (Malone and Lepper, 1987, Westrom and Shaban, 1992) that drives learning behaviors with learners’ internal events (e.g., feelings of accomplishment)(van Eck, 2006). This view, however, might not be sufficient to explain the motivational processing that learners engage in digital games. Motivational processing, as suggested by the theory of Motivation, Volition, and Performance (Keller, 2008), explains the dynamic and interactive relationship between motivational components that directs the effort of learning.

Astleitner and Wiesner (2004) argued that in any iterative multimedia learning process (e.g., digital game playing), learning motivation is the outcome of complex and interactive processes among all instructional and multimedia elements. Solely considering motivational factors cannot translate the fluidity of the motivational processing into practical instructional design, to enhance learning. Garris, Ahlers, and Driskell (2002) also argued that DGBL research and design not only need to identify motivational factors, but more importantly they also need to focus on motivational processing that is dependent on iterative game events. In digital games, as learners constantly interact with various game features in cycles, it is important to understand how these iterative playing cycles might influence learning motivation, and how motivational processing could keep the playing cycle going.

The knowledge of motivational processing in DGBL can also help DGBL designers better manage learners’ cognitive load during the playing process. The multidimensional characteristics of digital games require learners’ significant cognitive investment to process environmental and social stimuli while identifying cues for motivational processing (Huang & Johnson, 2008). If managed improperly, learners could be de-motivated by the excessive demand of motivational processing (Iyengar and Lepper, 2000, Keller, 2008), which may interrupt the learning process prematurely (Ang, Zaphiris, & Mahmood, 2007).

In addition, since all digital game systems reward players’ performance (e.g., game scores), it is necessary to consider extrinsic motivation induced by external rewards or incentives when designing and evaluating DGBL (Newby & Alter, 1989). For example, learners’ intention to compete with other players or the game system, as an extrinsic incentive, must be taken into account. Only identifying intrinsic motivational factors cannot fully demonstrate DGBL’s motivational effectiveness.

In sum, only considering intrinsic motivational factors when designing or evaluating DGBL presents a systemic problem that could impede the attainment of learning outcome. That is, it falls short in providing holistic solutions to sustain learners’ motivational processing and extrinsic motivation in highly interactive and iterative game playing processes. As a result, the learning process could be terminated owing to cognitive overload (Astleitner & Wiesner, 2004). To preliminarily address this issue, this current study intends to explore the relationship between learners’ motivational processing and outcome processing grounded in the integrative theory of Motivation, Volition, and Performance (Keller, 2008). Motivational processing, in the scope of this study, refers to the Attention, Relevance, and Confidence components of the ARCS model. This process enables learners to identify achievable performance goals in the early stage of the learning process. Outcome processing refers to the Satisfaction component of the ARCS model. This processing enables learners to evaluate the equity between invested efforts and the final learning and performance outcome (Astleitner and Wiesner, 2004, Keller, 1987a, Keller, 1987b, Keller, 2008). In DGBL, outcome processing not only allows learners to evaluate the efficiency of the learning process (efforts versus outcome), but also guides learners’ motivational processing for subsequent game playing cycles (Garris et al., 2002).

The following sections will first discuss the necessity of addressing motivational design, followed by the illustration of ARCS model of motivational design. Afterward, the MVP theory will be discussed to illustrate the conceptual relationship between motivational processing and outcome processing (Keller, 2008). Then a review of recent motivational research will also be reported to demonstrate the need to carry out motivational processing studies in DGBL.

Section snippets

Lack of motivational design in DGBL

Motivation, which inspires goal-directed behaviors (Schunk, 1990), is the essential element to initiate and sustain learning and performance (Ames, 1992, Anderman and Maehr, 1994, Bandura, 1997, Berliner and Gage, 1998, ChanLin, 2009, Sachs, 2001, Sankaran and Bui, 2001, Weiner, 1985). Learning environments therefore need to be designed with care to provide adequate level of motivational stimuli. For example, either too little or too much learner control could lower learners’ intrinsic

Methodology

The study employed the survey research method to observe participants’ responses after playing the target online instructional game. All participants were recruited from a subject pool of a public university in the United States. The following sections describe the online instructional game used in the study, selection of participants, data collection, and data analysis.

Participants

Among 264 valid cases, 50 participants are male (18.9%) and 214 participants are female (81.1%). In terms of academic affiliations, 74% of participants are in Education and Liberal Arts, 2.3% are in Business, 7.5% are in Science, and 16.2% reported “Other” as their academic major. With regards to the age groups, 73.1% of participants are between 18 and 20 years old, 21.6% are between 21 and 25 years old, and 5.3% are older than 25 years of age.

Data reduction

All items were subjected to principal components

Discussion

Satisfaction, in the context of MVP theory, is the result of outcome processing in which learners cognitively evaluate the discrepancy between invested efforts and perceived outcome at the end of learning process (Keller, 2008). In other words, learners try to see if the learning process is worthwhile to continue. In DGBL, learners usually go through multiple playing cycles to overcome obstacles in the game while accumulating game scores. When the perceived outcome is greater than the invested

References (87)

  • J.B. Arbaugh

    Virtual classroom characteristics and student satisfaction with internet-based MBA courses

    Journal of Management Education

    (2000)
  • A.M. Armstrong

    Persistence and the causal perception of failure: modifying cognitive attributions

    Journal of Educational Psychology

    (1989)
  • Arnone, M. P. (2003). Using instructional design strategies to foster curiosity. (ERIC clearinghouse of information and...
  • H. Astleitner et al.

    An integrated model of multimedia learning and motivation

    Journal of Educational Multimedia and Hypermedia

    (2004)
  • E. Avedon et al.

    The study of games

    (1971)
  • J.R. Baird et al.

    Promoting self-control of learning

    Instructional Science

    (1982)
  • A. Bandura

    Self-efficacy: The exercise of control

    (1997)
  • D.C. Berliner et al.

    Educational psychology

    (1998)
  • M. Chang et al.

    Learning foreign language through an interactive multimedia program: an experimental study on the effects of the relevance component of the ARCS model

    CALICO Journal

    (2002)
  • Lih-Juan ChanLin

    Applying motivational analysis in a web-based course

    Innovations in Education and Training International

    (2009)
  • M. Chatterji et al.

    Using an iterative model to conceptualize, pilot-test, and validate a teacher measure of reform readiness

    Educational and Psychological Measurement

    (2002)
  • Y.C. Cheng et al.

    From concepts of motivation to its application in instructional design: reconsidering motivation from an instructional design perspective

    British Journal of Educational Technology

    (2009)
  • D. Cordova et al.

    Intrinsic motivation and the process of learning: beneficial effects of contextualization, personalization, and choice

    Journal of Educational Psychology

    (1996)
  • J.V. Dempsey et al.

    The development of ARCS gaming scale

    Journal of Instructional Psychology

    (1998)
  • M.D. Dickey

    Game design and learning: a conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation

    Educational Technology Research and Development

    (2007)
  • M.P. Driscoll

    Introduction to theories of learning and instruction

  • R. van Eck

    The effect of contextual pedagogical advisement and competition on middle-school students' attitude toward mathematics and mathematics instruction using a computer-based simulation game

    Journal of Computers in Mathematics and Science Teaching

    (2006)
  • Federation of American Scientists

    Harnessing the power of video games for learning [report]

    (2006)
  • R. Gagné

    The conditions of learning

    (1985)
  • R.M. Gagné et al.

    Principles of instructional design

    (1992)
  • R. Garris et al.

    Games, motivation, and learning: research and practice model

    Simulation & Gaming

    (2002)
  • G.D. Garson

    Canonical correlation, from statnotes: Topics in multivariate analysis

    (2008)
  • J.P. Gee

    What video games have to teach us about learning and literacy

    (2003)
  • M. Gredler

    Designing and evaluating games and simulations

    (1994)
  • G.A. Gunter et al.

    Taking educational games seriously: using the RETAIN model to design endogenous fantasy into standalone educational games

    Educational Technology Research and Development

    (2008, October)
  • J.C. Hayton et al.

    Factor retention decisions in exploratory factor analysis: a tutorial on parallel analysis

    Organizational Research Method

    (2004)
  • J.D. House

    Instructional activities and interest in science learning for adolescent students in Japan and the United States: findings from the third International Mathematics and Science Study (TIMSS)

    International Journal of Instructional Media

    (2003)
  • W. Huang et al.

    A preliminary validation of attention, relevance, confidence, and satisfaction model-based instructional material motivational survey in a computer-based tutorial setting

    British Journal of Educational Technology

    (2006)
  • Huang, W., & Johnson, J. (2002, October). Motivational level of a computer-based simulation: a formative evaluation of...
  • W. Huang et al.

    Instructional game design using cognitive load theory

  • S. Iyengar et al.

    When choice is demotivating: can one desire too much of a good thing?

    Journal of Personality & Social Psychology

    (2000)
  • T.E. Johnson et al.

    Complex skills development for today’s workforce

  • T.E. Johnson et al.

    Measuring sharedness of team-related knowledge: design and validation of a shared mental model instrument

    Human Resource Development International

    (2007)
  • Cited by (202)

    View all citing articles on Scopus
    View full text