Voluntary vs Compulsory Playing Contexts: Motivational, Cognitive, and Game Experience Effects

dc.contributor.authorGabriela Rodriguez-Aflecht
dc.contributor.authorTomi Jaakkola
dc.contributor.authorJake McMullen
dc.contributor.authorMinna Hannula-Sormunen
dc.contributor.authorErno Lehtinen
dc.contributor.organizationfi=opettajankoulutuslaitos (Turku)|en=Department of Teacher Education (Turku)|
dc.contributor.organization-code1.2.246.10.2458963.20.17986072860
dc.contributor.organization-code2604201
dc.converis.publication-id18033712
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/18033712
dc.date.accessioned2025-08-27T22:11:52Z
dc.date.available2025-08-27T22:11:52Z
dc.description.abstract<div><p><i>Background</i>. Serious games are often used in formal school contexts, in which students’ lack of control over the playing situation may have repercussions on any motivational gains.</p><p><i>Aims and Method</i>. The first aim was to investigate to what extent <i>n</i> = 579 fifth grade students in Mexico who received a mathematics serious game played it voluntarily. Then, we explored how students who played voluntarily (<i>n</i> = 337) differed from those who did not by either gender or pre-test mathematical skills or motivation. The second aim was to find out whether two play contexts, the group of voluntary players and a second group consisting of students playing at school as a compulsory part of their regular mathematics lessons (<i>n</i> = 482), differed in game experience, game performance, and cognitive and motivational outcomes.</p><p><i>Results</i>. Students from the volunteer group who played had higher pre-test mathematical skills and math interest than those who did not play. Students in this group did not otherwise differ. Compared to students from the volunteer group who played, students in the school group played for longer, completed more tasks, and enjoyed playing the game more. However, their advanced mathematical skills did not improve as much.</p><p><i>Conclusion</i>. Motivation did not improve regardless of play context, suggesting serious games should be implemented for their learning content rather than because they are assumed to be motivating.</p></div><p><br /></p>
dc.format.pagerange36
dc.format.pagerange55
dc.identifier.eissn1552-826X
dc.identifier.jour-issn1046-8781
dc.identifier.olddbid201785
dc.identifier.oldhandle10024/184812
dc.identifier.urihttps://www.utupub.fi/handle/11111/49706
dc.identifier.urlhttp://journals.sagepub.com/doi/full/10.1177/1046878116673679
dc.identifier.urnURN:NBN:fi-fe2021042716060
dc.language.isoen
dc.okm.affiliatedauthorRodriguez-Aflecht, Gabriela
dc.okm.affiliatedauthorJaakkola, Tomi
dc.okm.affiliatedauthorMcMullen, Jake
dc.okm.affiliatedauthorHannula-Sormunen, Minna
dc.okm.affiliatedauthorLehtinen, Erno
dc.okm.discipline516 Educational sciencesen_GB
dc.okm.discipline516 Kasvatustieteetfi_FI
dc.okm.internationalcopublicationnot an international co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA1 ScientificArticle
dc.publisherSage Publications
dc.publisher.countryUnited Statesen_GB
dc.publisher.countryYhdysvallat (USA)fi_FI
dc.publisher.country-codeUS
dc.relation.doi10.1177/1046878116673679
dc.relation.ispartofjournalSimulation and Gaming
dc.relation.issue1
dc.relation.volume48
dc.source.identifierhttps://www.utupub.fi/handle/10024/184812
dc.titleVoluntary vs Compulsory Playing Contexts: Motivational, Cognitive, and Game Experience Effects
dc.year.issued2017

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