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In‐game performance

The role of students' socio‐economic status, self‐efficacy and situational interest in an augmented reality game

Bibliographic Data

ID21297772
AuthorsMichaela Arztmann (0000-0002-4453-7892, Department of Education Utrecht University Utrecht the Netherlands, corresponding author), Jessica Lizeth Domínguez Alfaro (0000-0002-2751-6221, Department of Chemical Engineering, Faculty of Engineering KU Leuven Leuven Belgium), Lisette Hornstra (0000-0001-5873-7409, Department of Education Utrecht University Utrecht the Netherlands), Johan Jeuring (0000-0001-5645-7681, Department of Information and Computing Sciences Utrecht University Utrecht The Netherlands), Liesbeth Kester (0000-0003-0482-0391, Department of Education Utrecht University Utrecht the Netherlands)
Year2024
Volume55
Issue2
Pages484-498
Publication date2024-03-01
Open AccessYes
TypeARTICLE
VenueBritish Journal of Educational Technology (JOURNAL)
Journal identifiersISSN: 0007-1013 • E-ISSN: 1467-8535
PublisherWiley (PUBLISHER • GB)
DOI10.1111/bjet.13395
OpenAlexW4387059523
LanguageEN
Citations received3
References cited56

Digital games are widely used in education to motivate students for science. Additionally, augmented reality (AR) is increasingly used in education. However, recent research indicates that these technologies might not be equally beneficial for students with different background characteristics. Moreover, students with different backgrounds may differ in their self‐efficacy and interest when playing games and this could lead to differences in performance. Given the increased use of games and immersive technologies in education, it is important to gain a better understanding of the effectiveness of games for different student groups. This study focused on the role of students' socio‐economic status (SES) and examined whether SES was associated with in‐game performance and whether interest and self‐efficacy mediated potential associations between SES and in‐game performance. Since log data are increasingly used to predict learning outcomes and can provide valuable insights into individual behaviour, in‐game performance was assessed with the use of log data. In total, 276 early secondary school students participated in this study. The results indicate that SES has no direct or indirect effect through self‐efficacy and interest on in‐game performance. However, a lower self‐efficacy increased the likelihood to drop out of the game. These findings suggest that students from different socio‐economic backgrounds are equally interested and self‐efficacious while playing the game and that their performance is not affected by their background. The affordances of AR as an immersive learning environment might be motivating enough to help mitigate possible SES differences in students. Practitioner notes What is already known about this topic Digital games are an effective tool to increase motivation and learning outcomes of students. Students' self‐efficacy and situational interest influence learning outcomes and in‐game performance. It is unclear whether digital games are equally effective for students with different socio‐economic status. What this paper adds Socio‐economic status (SES) of students does not affect in‐game performance. Students with different SES are equally interested and self‐efficacious. Lower self‐efficacy and lower school track influence the likelihood of dropout. Implications for practice and/or policy Socio‐economic status does not fortify the possible performance differences between students and games can be utilized as a learning tool that motivates all students equally. There are students who do not optimally benefit when games are implemented in education and who may need additional support

Affordance · Augmented reality · Cognitive psychology · Mathematics education · Self-efficacy · Situational ethics · Socioeconomic status · Computer Science · Educational Games and Gamification · Impact of Technology on Adolescents · Medicine · Psychological and Temporal Perspectives Research · Psychology · Social Psychology

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Citations per year1.5
Citation span2024 - 2025 (2)
Highly citedNo

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