Abstract
Background. Designing collaborative three-dimensional (3D) learning games is one way to enhance the quality of learning and respond to the needs of working life. However, there is little research on
Aim. This study determines how game mechanics implemented within computer-supported collaboration roles (scripted vs. emergent) are associated with the
Method. The research at hand applies both qualitative and quantitative content analysis. The target group consisted of 15 vocational school students. The data were gathered by recording the groups’ discussions and saving the game logs. A total of 8,128 transcribed utterances were eligible for content analysis to shed light on the characteristics in knowledge construction under scripted and emergent role situations.
Results. We found differences between the players’ utterances in tasks with
Conclusions. Emphasizing and applying different game mechanics with different collaboration roles (scripted vs. emergent) can be used
Recommendation. Collaboration is needed among professionals from technological and educational sites of game research to fully understand how to apply game mechanics in educational games.
Keywords
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