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Serious game in introductory psychology for professional awareness: Optimal learner control and authenticity
Author(s) -
Hummel Hans G. K.,
Nadolski Rob J.,
Eshuis Jannes,
Slootmaker Aad,
Storm Jeroen
Publication year - 2021
Publication title -
british journal of educational technology
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 1.79
H-Index - 95
eISSN - 1467-8535
pISSN - 0007-1013
DOI - 10.1111/bjet.12960
Subject(s) - learnability , usability , experiential learning , control (management) , psychology , mathematics education , computer science , multimedia , human–computer interaction , artificial intelligence
Introductory Psychology courses in Higher Education lack application of knowledge in solving work‐based problems. We develop and study mini‐games that support a more active and experiential way of learning to increase professional awareness. This paper describes the instructional design and the factors under study: learner control and authenticity. We compared professional awareness and perceived authenticity for the old (without game, n = 130) and new course (with game, n = 197) by administering pre‐ and post‐questionnaires. Participants were allocated to game variants, differing in freedom of assignment order (less or more learner control) and number of sources available (less or more authentic). We computer logged their game actions, and asked them additional questions about gameplay that concerned aspects like motivation, flow, performance, learnability and usability. Both courses improved professional awareness (knowledge gains of 4% for the old and 12% for the new course), but only in the new course with mini‐games this was significant. Students evaluated gameplay and their content as “more than sufficient” to “good.” A free order of assignments was found to produce more effective (in‐game) performance, and the provision of more sources was found to improve learnability, authentic learning and appreciations of gameplay.