Children's engagement during digital game-based learning of reading: The effects of time, rewards, and challenge

  • Authors:
  • Miia Ronimus;Janne Kujala;Asko Tolvanen;Heikki Lyytinen

  • Affiliations:
  • Agora Center, P.O. Box 35, University of Jyväskylä, FI-40014 Jyväskylä, Finland and Department of Psychology, P.O. Box 35, FI-40014 University of Jyväskylä, FI-40014 ...;Department of Mathematical Information Technology, P.O. Box 35, University of Jyväskylä, FI-40014 Jyväskylä, Finland;Department of Psychology, P.O. Box 35, FI-40014 University of Jyväskylä, FI-40014 Jyväskylä, Finland;Department of Psychology, P.O. Box 35, FI-40014 University of Jyväskylä, FI-40014 Jyväskylä, Finland

  • Venue:
  • Computers & Education
  • Year:
  • 2014

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Abstract

This study investigated the effects of two game features (the level of challenge and the reward system) on first and second graders' engagement during digital game-based learning of reading. We were particularly interested in determining how well these features managed to maintain children's engagement over the 8-week training period. The children (N = 138) used GraphoGame, a web-based game training letter-sound connections, at home under the supervision of parents. Data regarding the children's gaming and engagement were stored on the GraphoGame online server. A 2 x 2 factorial design was used to investigate the effects of the level of challenge (high challenge vs. high success) and the presence of the reward system (present vs. absent). Children's engagement was measured by session frequency and duration and through an in-game self-report survey that was presented at the end of the each session. According to the results, the children enjoyed GraphoGame but used it less frequently than expected. The reward system seemed to encourage the children to play longer sessions at the beginning of the training period, but this effect vanished after a few sessions. The level of challenge had no significant effect on children's engagement. The results suggest a need to investigate further the effectiveness of various game features in maintaining learner's engagement until the goals set for learning are achieved.