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The effects of fantasy in an educational game via interest, intrinsic motivation, and storytelling on student’s academic achievements: A path analysis

AACE Award Seo, H.J. & Baek, Y. (2010). The effects of fantasy in an educational game via interest, intrinsic motivation, and storytelling on student’s academic achievements: A path analysis. In D. Gibson & B. Dodge (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference 2010 (pp. 2056-2063). Chesapeake, VA: AACE.
Retrieved from http://www.editlib.org/p/33664.

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Conference Information

SITE

Society for Information Technology & Teacher Education International Conference (SITE) 2010
San Diego, CA, USA
March 29, 2010
ISBN 1-880094-78-9
  David Gibson & Bernie Dodge
AACE

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Authors

Hyo-Jin Seo, Daejeon Metropolitan Office Of Education /Korea National University of Education, Korea (South); Yong Baek, Korea National University of Education, Korea (South)

Abstract

The purpose of this study is to explore the effects of fantasy in educational game on student academic achievement. For this purpose, a MMORPG, Norischool was used. The participants, consisting of third graders, played the game until they all reached the one level to ensure that they have the same gaming ability prior to gaming for the study. The operational definition of fantasy in game based learning was set as independent variables. Interest, intrinsic motivation, and storytelling were set as mediating variables, and academic achievement was chosen as a dependent variable. The path between fantasy in educational game and academic achievement by mediating interest, intrinsic motivation, and storytelling were discovered. Interest, intrinsic motivation, and storytelling which are the mediating variable, affects the academic achievement. These results imply that an educational game playing in conjunction with fantasy can be an effective way to increase students’ performance in learning.