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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
PROCEEDINGS

, Daejeon Metropolitan Office Of Education /Korea National University of Education, Korea (South) ; , Korea National University of Education, Korea (South)

AACE Award

Society for Information Technology & Teacher Education International Conference, in San Diego, CA, USA ISBN 978-1-880094-78-5 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC USA

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.

Citation

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 SITE 2010--Society for Information Technology & Teacher Education International Conference (pp. 2056-2063). San Diego, CA, USA: Association for the Advancement of Computing in Education (AACE). Retrieved March 19, 2024 from .

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