Playing to learn or to win? The role of students' competition preference on self-monitoring and learning outcome when learning with a serious game.
Valentin RiemerClaudia SchraderPublished in: Interact. Learn. Environ. (2022)
Keyphrases
- learning outcomes
- students learning
- cognitive load
- university students
- learning process
- serious games
- learning experience
- learning scenarios
- learning content
- collaborative learning
- learning processes
- mobile learning
- learning styles
- learning achievement
- computer assisted instruction
- individual differences
- undergraduate students
- multimedia learning
- learning environment
- e learning
- open ended
- learning algorithm
- learning platform
- game based learning
- communication skills
- student learning
- computer games
- design principles
- learning tools
- digital games
- instructional strategies
- secondary school
- learning gains
- learning resources
- higher education
- online learning
- reinforcement learning
- machine learning