Increasing learners' self-efficacy beliefs and curiosity through a Frankenstein-themed transmedia storytelling experience.
Peter NagyAreej MawasiKristi EusticeAlison Cook-DavisEd FinnRuth WyliePublished in: Br. J. Educ. Technol. (2022)
Keyphrases
- learning strategies
- card game
- learning outcomes
- learning experience
- communication skills
- intrinsic motivation
- learning process
- e learning
- cognitive engagement
- video games
- decision making
- learning materials
- collaborative learning
- teaching materials
- learning environment
- learning processes
- language learning
- user experience
- belief revision
- learning systems
- individual differences
- foreign language
- learning activities
- learning resources
- computer anxiety
- virtual environment
- learning scenarios
- serious games
- native speakers
- teachable agent
- programming assignments
- learning styles