Abstract
Background. The increased usage of
Aim. We compared different goal types within an educational video game specifically produced for this context, using
Method. Within a quantitative, empirical experiment, 87 students divided into three goal groups (specific learning goal, specific performance goal, goal-free condition) played the video game for nearly three hours per test session to gain knowledge about basic elements of computer science and basic electric engineering.
Results. The results show effects of
Conclusions. The outcomes of this study have practical implications for the creation of educational video games and theoretical implications for further work within the field of instructional psychology.
Keywords
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