Game Immersion Experience: Its Hierarchical Structure and Impact on Game-Based Science Learning

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Bibliographic Details
Title: Game Immersion Experience: Its Hierarchical Structure and Impact on Game-Based Science Learning
Language: English
Authors: Cheng, M.-T, She, H.-C, Annetta, L. A.
Source: Journal of Computer Assisted Learning. Jun 2015 31(3):232-253.
Availability: Wiley-Blackwell. 350 Main Street, Malden, MA 02148. Tel: 800-835-6770; Tel: 781-388-8598; Fax: 781-388-8232; e-mail: cs-journals@wiley.com; Web site: http://www.wiley.com/WileyCDA
Peer Reviewed: Y
Page Count: 22
Publication Date: 2015
Document Type: Journal Articles
Reports - Research
Descriptors: Science Instruction, Educational Games, Technology Uses in Education, Educational Technology, Teaching Methods, Test Construction, Test Validity, Questionnaires, Factor Analysis, Test Reliability, Correlation, Performance, Student Attitudes, Science Achievement
DOI: 10.1111/jcal.12066
ISSN: 0266-4909
Abstract: Many studies have shown the positive impact of serious educational games (SEGs) on learning outcomes. However, there still exists insufficient research that delves into the impact of immersive experience in the process of gaming on SEG-based science learning. The dual purpose of this study was to further explore this impact. One purpose was to develop and validate an innovative measurement, the Game Immersion Questionnaire (GIQ), and to further verify the hierarchical structure of game immersion by construct validity approaches, including exploratory factor analysis (EFA) (n?=?257) and confirmatory factor analysis (CFA) (n?=?1044). The second purpose was to investigate the impact of game immersion on science learning through SEG play (n?=?260). Overall, the results supported the internal structure of the GIQ with good reliability and validity, and the inter factor bivariate correlations for each construct indicated a high internal consistency. Players did learn from playing an SEG, and game immersion experience did lead to higher gaming performance. Moreover, players' gaming performance plays a role in mediating the effect of immersion on science learning outcomes through SEG play. However, as players became more emotionally and subjectively attached to the game, the science learning outcomes were not definitively reliable.
Abstractor: As Provided
Entry Date: 2015
Accession Number: EJ1058859
Database: ERIC
Description
Abstract:Many studies have shown the positive impact of serious educational games (SEGs) on learning outcomes. However, there still exists insufficient research that delves into the impact of immersive experience in the process of gaming on SEG-based science learning. The dual purpose of this study was to further explore this impact. One purpose was to develop and validate an innovative measurement, the Game Immersion Questionnaire (GIQ), and to further verify the hierarchical structure of game immersion by construct validity approaches, including exploratory factor analysis (EFA) (n?=?257) and confirmatory factor analysis (CFA) (n?=?1044). The second purpose was to investigate the impact of game immersion on science learning through SEG play (n?=?260). Overall, the results supported the internal structure of the GIQ with good reliability and validity, and the inter factor bivariate correlations for each construct indicated a high internal consistency. Players did learn from playing an SEG, and game immersion experience did lead to higher gaming performance. Moreover, players' gaming performance plays a role in mediating the effect of immersion on science learning outcomes through SEG play. However, as players became more emotionally and subjectively attached to the game, the science learning outcomes were not definitively reliable.
ISSN:0266-4909
DOI:10.1111/jcal.12066