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Does Engagement Induced by Playing an Edu-LARP Boost Learning Outcomes? Preliminary Results

Publikace na Matematicko-fyzikální fakulta, Filozofická fakulta |
2018

Tento text není v aktuálním jazyce dostupný. Zobrazuje se verze "en".Abstrakt

One promise of live action role playing games in education (i.e. edu-LARPs) is that they could boost situational engagement of learners, which can enhance learning outcomes. However, information about edu-LARPs' learning effectiveness is limited.

We investigated the alleged relationship between situational engagement and learning outcomes in a 2 hour long technological edu-LARP, in which a 40 minutes long learning period was integrally embedded in the middle (N = 124; age 18 - 34; heterogenous sample; 11 different game runs). Participants learnt how to operate an electromechanical device needed for winning the game (i.e., mental model acquisition).

Research question: Would game-induced and learning-induced engagement predict actual learning outcomes?