An investigation of the effects of a graphic organizer in an online serious game on learning outcomes and attitudinal perceptions

Jongpil Cheon, Sungwon Chung, Jaeki Song, Yongjin Kim

Research output: Contribution to journalArticle

5 Scopus citations

Abstract

A serious game, which is designed for learning purposes rather than recreational purposes, has been applied for digital game-based Learning. This study investigated the effects of graphic organizers in a serious game, “The Transistor”, on learning outcomes and attitudinal perceptions. A total of 99 participants were randomly assigned to three groups: non-organizer group, advance organizer group, and post organizer group. The results revealed that participants using a post organizer, which was presented after the game for review, outperformed those using a non-organizer and an advance organizer on both learning outcomes (recall test scores and recycling intention) and attitudinal perceptions (perceived enjoyment, perceived usefulness, and satisfaction). These findings implied that a post-graphic organizer could enhance the instructional value of a serious game. More detailed implications, limitations, and suggestions for future research are discussed.

Original languageEnglish
Pages (from-to)437-452
Number of pages16
JournalInteractive Learning Environments
Volume23
Issue number4
DOIs
StatePublished - Jul 4 2015

Keywords

  • advance organizer
  • digital game-based learning
  • post organizer
  • serious game

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