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.
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Language:English
Published: Institutional Knowledge at Singapore Management University 2022
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Online Access:https://ink.library.smu.edu.sg/cis_research/190
https://ink.library.smu.edu.sg/context/cis_research/article/1189/viewcontent/1_s2.0_S0360131522000513_main.pdf
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spelling sg-smu-ink.cis_research-11892024-08-22T03:35:40Z Balancing learning and enjoyment in serious games: Kerbal Space Program and the communication mediation model ROSENTHAL, Sonny RATAN, Rabindra A. 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. 2022-06-01T07:00:00Z text application/pdf https://ink.library.smu.edu.sg/cis_research/190 info:doi/10.1016/j.compedu.2022.104480 https://ink.library.smu.edu.sg/context/cis_research/article/1189/viewcontent/1_s2.0_S0360131522000513_main.pdf http://creativecommons.org/licenses/by-nc-nd/4.0/ Research Collection College of Integrative Studies eng Institutional Knowledge at Singapore Management University Communication mediation model Informal learning Kerbal space program Self-directed learning Serious games Communication Technology and New Media Instructional Media Design
institution Singapore Management University
building SMU Libraries
continent Asia
country Singapore
Singapore
content_provider SMU Libraries
collection InK@SMU
language English
topic Communication mediation model
Informal learning
Kerbal space program
Self-directed learning
Serious games
Communication Technology and New Media
Instructional Media Design
spellingShingle Communication mediation model
Informal learning
Kerbal space program
Self-directed learning
Serious games
Communication Technology and New Media
Instructional Media Design
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.
format text
author ROSENTHAL, Sonny
RATAN, Rabindra A.
author_facet 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
publisher Institutional Knowledge at Singapore Management University
publishDate 2022
url https://ink.library.smu.edu.sg/cis_research/190
https://ink.library.smu.edu.sg/context/cis_research/article/1189/viewcontent/1_s2.0_S0360131522000513_main.pdf
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