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Analyses of the Structural Relationships between College Students' Perceived Game Realism, Flow and Learning Satisfaction in Game-Based Learning

  • Received : 2021.09.12
  • Accepted : 2021.10.14
  • Published : 2021.10.31

Abstract

Perceived game realism (PGR) has recently emerged as a key concept in explaining the mental processing of digital game playing and the societal impact of digital games. However, few studies have examined its conceptualization and educational effects from an empirical viewpoint, especially in educational games. This study's participants included 292 university students in South Korea. A total of 212 questionnaires were valid and used for the analyses. They learned English expressions using a computer-based educational game and then completed questionnaires on the research variables. We investigated six factors of PGR: simulational realism (SIR), freedom of choice (FRC), perceptual pervasiveness (PEP), social realism (SOR), authenticity (AUT), and character involvement (CAI). We expected the factors to have valid effects on the university students' flow and learning satisfaction after a game-based learning (GBL) experience. Our research results demonstrated a causal relationship between SIR, FRC, CAI, and learning satisfaction. Furthermore, the indirect effects of SIR and CAI on learning satisfaction through flow were statistically significant.

Keywords

Acknowledgement

This study is a revision of the first author's master's thesis. We gathered research data through a questionnaire to the course students. We received the students' informed consent before data collection. We informed the students about the study's purpose, that their participation was voluntary, and that they were free to withdraw from the research at any time. Research data were anonymized before analysis for privacy. The data used in the study is not available publicly as per written agreement with participants and ethical approval. The authors have no conflicts of interest to declare concerning this work.

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