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Effects of Playing a History-Simulation Game: Romance of Three Kingdoms

Effects of Playing a History-Simulation Game: Romance of Three Kingdoms

Shiang-Kwei Wang
Copyright: © 2010 |Volume: 2 |Issue: 2 |Pages: 21
ISSN: 1942-3888|EISSN: 1942-3896|EISBN13: 9781609604080|DOI: 10.4018/jgcms.2010040103
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MLA

Wang, Shiang-Kwei. "Effects of Playing a History-Simulation Game: Romance of Three Kingdoms." IJGCMS vol.2, no.2 2010: pp.36-56. http://doi.org/10.4018/jgcms.2010040103

APA

Wang, S. (2010). Effects of Playing a History-Simulation Game: Romance of Three Kingdoms. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 2(2), 36-56. http://doi.org/10.4018/jgcms.2010040103

Chicago

Wang, Shiang-Kwei. "Effects of Playing a History-Simulation Game: Romance of Three Kingdoms," International Journal of Gaming and Computer-Mediated Simulations (IJGCMS) 2, no.2: 36-56. http://doi.org/10.4018/jgcms.2010040103

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Abstract

Studies on game-based learning usually investigate at least one of three subjects: the effects of gaming on learning performance, the effects of gaming on cognitive skills and attitudes, and learners’ game-design experiences. Whether gaming relates positively to learning outcomes is still under investigation. This study examines the components contributing to the development of a literate game player and how players could cognitively grasp the design of a game scenario based on real history (namely, the game Romance of the Three Kingdoms). This study surveyed 497 participants in Taiwan on their knowledge of Chinese history (the Three Kingdoms period). The participants constituted two groups: participants who had years of gaming experience and participants who did not. The study examined test performance by using an independent sample t-test and one-way ANOVA and Pearson-correlation methods. The results revealed that the game players were more knowledgeable about the history of the Three Kingdoms period, had greater motivation to learn history, and were more motivated to learn history by playing the game than was the case with the non-game players.

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