Impact of online instructional game features on students' perceived motivational support and cognitive investment

Angaliswaran Kumar, and Kirthana Soundirapandian, and Nor Huda Jaraime, and Muralidharan R.V. Krishnan, and Nurhafeezah Salwatul Alzah Juno, and Nurfaaiqa Atiqa Samsudin, (2018) Impact of online instructional game features on students' perceived motivational support and cognitive investment. Handbook of Research on Leveraging Consumer Psychology for Effective Customer Engagement. pp. 274-291.

[img] Text
Impact of online instructional game features on students.pdf

Download (91kB)

Abstract

The purpose of this research is to study the relationship among Digital Game-Based Learning (DGBL) features on students' perceived motivational support and cognitive investment. The research used a multiple regression for data analysis across a sample of 200 students in to a public higher learning institution in Federal Territory of Labuan Malaysia. Their participation was purely voluntary. Empirical analysis via multiple regressions confirmed that students' perceived motivational support and cognitive investment was influenced positively by Digital Game-Based Learning (DGBL) features. The results may be used to inform higher education institutes students' on how to design DGBL for the college students. How the DGBL works on college students' perceived motivational support and cognitive investment. The results of this study offers a new forward motion to the findings of prior studies on develop a consolidated design model to consider all identified empirical relationships in order to support efficient DGBL in higher education.

Item Type: Book Chapter
Uncontrolled Keywords: Digital Game-Based Learning (DGBL), motivational , education
Subjects: L Education > LB Theory and practice of education
Depositing User: Noraini
Date Deposited: 25 May 2018 02:10
Last Modified: 25 May 2018 02:10
URI: http://eprints.ums.edu.my/id/eprint/20107

Actions (login required)

View Item View Item