Toward Understanding the Impact of Visual Themes and Embellishment on Performance, Engagement, and Self-Efficacy in Educational Games
The results of over twenty-five years of research seem clear: the addition of seductive visual details in video games hinders performance of learners (Garner, Gillingham, & White, 1989; Thalheimer, 2004; Rey, 2012). Yet, countless other research results propose the opposite: that visual embell...
Main Authors: | , |
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Format: | Article |
Language: | en_US |
Published: |
American Educational Research Association
2018
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Online Access: | http://hdl.handle.net/1721.1/116242 https://orcid.org/0000-0002-7732-6258 https://orcid.org/0000-0003-4992-2201 |
Summary: | The results of over twenty-five years of research seem clear: the addition of
seductive visual details in video games hinders performance of learners (Garner, Gillingham, & White, 1989; Thalheimer, 2004; Rey, 2012). Yet, countless other research results propose the opposite: that visual embellishments and well-designed ambiguity instead improve learners’ performance, engagement, and self-efficacy (Tierney, Corwin, Fullerton, & Ragusa, 2014; Wilson et. al. 2009; Scott & Ghinea, 2013). To shed light on this apparent contradiction, we devised a particular experiment using game skins to implement variations in visual themes of a computer game. Game skins are coherent, interchangeable sets of graphical assets
that all implement the same underlying game structure while varying the visual appearance (for instance, see Figure 3). In particular, we implemented the following four game skins labeled and described as follows: 1) Generic theme with no embellishments (simple flat color background), 2) Fantasy game theme (forest, snow, and desert adventure backgrounds), 3) STEM-oriented theme (computer circuitry background), and 4) Choice (the user picks one of the previous three Kao & Harrell, AERA 2017 options). Our goal is determining if there are differences in performance, engagement, and self-efficacy between conditions. The upshot is that the generic
condition participants had highest performance (levels) and had highest
programming self-efficacy—followed by choice, fantasy game setting, circuitry. However, ordering of conditions for engagement was precisely opposite the trend for performance. We conclude by discussing the trade-offs between the two diametrically opposed approaches to game themes and embellishment: instrumental game skins vs. thematic and deliberately embellished game skins. |
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