Balancing learning and enjoyment in serious games: Kerbal Space Program and the communication mediation model

When designed well, serious games can support effective learning. This study used the communication mediation model to examine the process and outcomes of playing serious games, in this case, the science-themed game, Kerbal Space Program. During a 4-h research session, 241 undergraduate students pla...

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Main Authors: Rosenthal, Sonny, Ratan, Rabindra A.
Other Authors: Wee Kim Wee School of Communication and Information
Format: Article
Language:English
Published: 2022
Subjects:
Online Access:https://hdl.handle.net/10356/161947
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Institution: Nanyang Technological University
Language: English
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spelling sg-ntu-dr.10356-1619472022-09-27T04:31:22Z Balancing learning and enjoyment in serious games: Kerbal Space Program and the communication mediation model Rosenthal, Sonny Ratan, Rabindra A. Wee Kim Wee School of Communication and Information Social sciences::Communication Serious Games Self-Directed Learning When designed well, serious games can support effective learning. This study used the communication mediation model to examine the process and outcomes of playing serious games, in this case, the science-themed game, Kerbal Space Program. During a 4-h research session, 241 undergraduate students played through the game's tutorial missions and completed surveys to measure variables of interest. Results of structural equation modeling showed that game progress was positively related to self-efficacy in computer gaming (β = 0.26) and ordinary science intelligence (β = 0.13). Knowledge acquisition was positively related to game progress (β = 0.21) and positively predicted experiential attitude (β = 0.35) and instrumental attitude (β = 0.35) toward the game. Finally, gaming continuance intention was positively related to experiential attitude (β = 0.68). In addition to those direct effects, there were several indirect effects consistent with the communication mediation model. These findings echo past scholarship on balancing the serious side and the gaming side of serious games but emphasize player traits and other psychological factors of the gaming experience. National Research Foundation (NRF) This research was supported by a grant from the Singapore National Research Foundation (BSEWWT 2017-2-06). 2022-09-27T04:31:22Z 2022-09-27T04:31:22Z 2022 Journal Article Rosenthal, S. & Ratan, R. A. (2022). Balancing learning and enjoyment in serious games: Kerbal Space Program and the communication mediation model. Computers & Education, 182, 104480-. https://dx.doi.org/10.1016/j.compedu.2022.104480 0360-1315 https://hdl.handle.net/10356/161947 10.1016/j.compedu.2022.104480 2-s2.0-85124800444 182 104480 en BSEWWT 2017-2-06 Computers & Education © 2022 Published by Elsevier Ltd. All rights reserved.
institution Nanyang Technological University
building NTU Library
continent Asia
country Singapore
Singapore
content_provider NTU Library
collection DR-NTU
language English
topic Social sciences::Communication
Serious Games
Self-Directed Learning
spellingShingle Social sciences::Communication
Serious Games
Self-Directed Learning
Rosenthal, Sonny
Ratan, Rabindra A.
Balancing learning and enjoyment in serious games: Kerbal Space Program and the communication mediation model
description When designed well, serious games can support effective learning. This study used the communication mediation model to examine the process and outcomes of playing serious games, in this case, the science-themed game, Kerbal Space Program. During a 4-h research session, 241 undergraduate students played through the game's tutorial missions and completed surveys to measure variables of interest. Results of structural equation modeling showed that game progress was positively related to self-efficacy in computer gaming (β = 0.26) and ordinary science intelligence (β = 0.13). Knowledge acquisition was positively related to game progress (β = 0.21) and positively predicted experiential attitude (β = 0.35) and instrumental attitude (β = 0.35) toward the game. Finally, gaming continuance intention was positively related to experiential attitude (β = 0.68). In addition to those direct effects, there were several indirect effects consistent with the communication mediation model. These findings echo past scholarship on balancing the serious side and the gaming side of serious games but emphasize player traits and other psychological factors of the gaming experience.
author2 Wee Kim Wee School of Communication and Information
author_facet Wee Kim Wee School of Communication and Information
Rosenthal, Sonny
Ratan, Rabindra A.
format Article
author Rosenthal, Sonny
Ratan, Rabindra A.
author_sort Rosenthal, Sonny
title Balancing learning and enjoyment in serious games: Kerbal Space Program and the communication mediation model
title_short Balancing learning and enjoyment in serious games: Kerbal Space Program and the communication mediation model
title_full Balancing learning and enjoyment in serious games: Kerbal Space Program and the communication mediation model
title_fullStr Balancing learning and enjoyment in serious games: Kerbal Space Program and the communication mediation model
title_full_unstemmed Balancing learning and enjoyment in serious games: Kerbal Space Program and the communication mediation model
title_sort balancing learning and enjoyment in serious games: kerbal space program and the communication mediation model
publishDate 2022
url https://hdl.handle.net/10356/161947
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