Overcoming Barriers to Engagement with Educational Video Games for Self-Directed Learning: A Mixed-Methods Case Study
Angela He

TL;DR
This study investigates barriers to self-directed engagement with educational video games in anatomy learning, identifies specific obstacles, and examines how engagement influences learning performance, revealing that engagement may not significantly impact outcomes.
Contribution
It uniquely identifies specific barriers to self-directed engagement with educational games and analyzes their effects on learning performance using mixed methods.
Findings
Four main barriers identified: negative perceptions, audience mismatch, difficulty, and price.
Engagement has an insignificant to positive effect on performance.
Recommendations for game design and marketing to overcome barriers.
Abstract
Research has established increased engagement and positive behavioral, attitudinal, and learning outcomes from educational games. Although engagement begets these benefits, there is a lack of research on how students engage with educational games, especially when self-directed. Additionally, research on the effects of engagement on performance is conflicting. This study aimed to identify barriers to students' self-directed engagement with two anatomy educational games, methods to overcome identified barriers, and the impact of engagement on learning performance. Employing the within-case and cross-case approach and triangulation of data, four educational-game specific barriers emerged (from most common to least common): 1) negative perceptions of educational games, 2) incompatible audience, 3) incompatible difficulty, and 4) price. Path analysis found that engagement may have…
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Taxonomy
TopicsEducational Games and Gamification · Impact of Technology on Adolescents · Digital Games and Media
