Children like it more but don’t learn more: Effects of esthetic visual design in educational games
Little is known about what design elements in digital learning games enhance learning; especially in the case of child audiences. This study examines the effects of a learning game’s visual design on perceived attractiveness and learning outcomes. We developed two visual designs for the game: one wi...
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Veröffentlicht in: | British journal of educational technology 2019-07, Vol.50 (4), p.1942-1960 |
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container_title | British journal of educational technology |
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creator | Javora, Ondřej Hannemann, Tereza Stárková, Tereza Volná, Kristina Brom, Cyril |
description | Little is known about what design elements in digital learning games enhance learning; especially in the case of child audiences. This study examines the effects of a learning game’s visual design on perceived attractiveness and learning outcomes. We developed two visual designs for the game: one with supposedly high esthetic value and another with a low esthetic value. Participants (children between 9 and 11 years of age, N = 53) were randomly divided into two groups. Each group interacted with their assigned version for about 20 minutes and then evaluated its visual attractiveness without knowing about the other version. Then, they evaluated the attractiveness of the complementary version. As the next step, they evaluated both versions side‐by‐side. During the free‐choice period, children could continue playing one of the game versions or a different game. They clearly preferred the high esthetic version in evaluations (d > 0.86) and in the free‐choice period (62% preferred the high esthetic version of the target game), but this did not improve their learning outcomes (comprehension: d = –0.59; transfer: d = –0.16). Possible explanations of this effect are discussed in terms of cognitive load theory and cognitive‐affective theory of learning from media. |
doi_str_mv | 10.1111/bjet.12701 |
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This study examines the effects of a learning game’s visual design on perceived attractiveness and learning outcomes. We developed two visual designs for the game: one with supposedly high esthetic value and another with a low esthetic value. Participants (children between 9 and 11 years of age, N = 53) were randomly divided into two groups. Each group interacted with their assigned version for about 20 minutes and then evaluated its visual attractiveness without knowing about the other version. Then, they evaluated the attractiveness of the complementary version. As the next step, they evaluated both versions side‐by‐side. During the free‐choice period, children could continue playing one of the game versions or a different game. They clearly preferred the high esthetic version in evaluations (d > 0.86) and in the free‐choice period (62% preferred the high esthetic version of the target game), but this did not improve their learning outcomes (comprehension: d = –0.59; transfer: d = –0.16). 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This study examines the effects of a learning game’s visual design on perceived attractiveness and learning outcomes. We developed two visual designs for the game: one with supposedly high esthetic value and another with a low esthetic value. Participants (children between 9 and 11 years of age, N = 53) were randomly divided into two groups. Each group interacted with their assigned version for about 20 minutes and then evaluated its visual attractiveness without knowing about the other version. Then, they evaluated the attractiveness of the complementary version. As the next step, they evaluated both versions side‐by‐side. During the free‐choice period, children could continue playing one of the game versions or a different game. They clearly preferred the high esthetic version in evaluations (d > 0.86) and in the free‐choice period (62% preferred the high esthetic version of the target game), but this did not improve their learning outcomes (comprehension: d = –0.59; transfer: d = –0.16). 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Hannemann, Tereza ; Stárková, Tereza ; Volná, Kristina ; Brom, Cyril</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c3231-86f1d44aefc745c73698de725ed54175a5de2ad4009d763b6ba305862d4306c53</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2019</creationdate><topic>Aesthetics</topic><topic>Affective Behavior</topic><topic>Audiences</topic><topic>Children</topic><topic>Cognitive Ability</topic><topic>Cognitive Processes</topic><topic>Computer Games</topic><topic>Computer Software</topic><topic>Design</topic><topic>Educational Games</topic><topic>Games</topic><topic>Interpersonal Relationship</topic><topic>Learning Theories</topic><topic>Learning theory</topic><topic>Outcomes of Education</topic><topic>Transfer of Training</topic><topic>Video Games</topic><topic>Visual effects</topic><topic>Visual perception</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Javora, Ondřej</creatorcontrib><creatorcontrib>Hannemann, Tereza</creatorcontrib><creatorcontrib>Stárková, Tereza</creatorcontrib><creatorcontrib>Volná, Kristina</creatorcontrib><creatorcontrib>Brom, Cyril</creatorcontrib><collection>ERIC</collection><collection>ERIC (Ovid)</collection><collection>ERIC</collection><collection>ERIC</collection><collection>ERIC (Legacy Platform)</collection><collection>ERIC( SilverPlatter )</collection><collection>ERIC</collection><collection>ERIC PlusText (Legacy Platform)</collection><collection>Education Resources Information Center (ERIC)</collection><collection>ERIC</collection><collection>CrossRef</collection><collection>Computer and Information Systems Abstracts</collection><collection>Technology Research Database</collection><collection>ProQuest Computer Science Collection</collection><collection>Advanced Technologies Database with Aerospace</collection><collection>Computer and Information Systems Abstracts Academic</collection><collection>Computer and Information Systems Abstracts Professional</collection><jtitle>British journal of educational technology</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Javora, Ondřej</au><au>Hannemann, Tereza</au><au>Stárková, Tereza</au><au>Volná, Kristina</au><au>Brom, Cyril</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><ericid>EJ1223309</ericid><atitle>Children like it more but don’t learn more: Effects of esthetic visual design in educational games</atitle><jtitle>British journal of educational technology</jtitle><date>2019-07</date><risdate>2019</risdate><volume>50</volume><issue>4</issue><spage>1942</spage><epage>1960</epage><pages>1942-1960</pages><issn>0007-1013</issn><eissn>1467-8535</eissn><abstract>Little is known about what design elements in digital learning games enhance learning; especially in the case of child audiences. This study examines the effects of a learning game’s visual design on perceived attractiveness and learning outcomes. We developed two visual designs for the game: one with supposedly high esthetic value and another with a low esthetic value. Participants (children between 9 and 11 years of age, N = 53) were randomly divided into two groups. Each group interacted with their assigned version for about 20 minutes and then evaluated its visual attractiveness without knowing about the other version. Then, they evaluated the attractiveness of the complementary version. As the next step, they evaluated both versions side‐by‐side. During the free‐choice period, children could continue playing one of the game versions or a different game. They clearly preferred the high esthetic version in evaluations (d > 0.86) and in the free‐choice period (62% preferred the high esthetic version of the target game), but this did not improve their learning outcomes (comprehension: d = –0.59; transfer: d = –0.16). Possible explanations of this effect are discussed in terms of cognitive load theory and cognitive‐affective theory of learning from media.</abstract><cop>Coventry</cop><pub>Wiley-Blackwell</pub><doi>10.1111/bjet.12701</doi><tpages>19</tpages><orcidid>https://orcid.org/0000-0001-5945-0514</orcidid></addata></record> |
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subjects | Aesthetics Affective Behavior Audiences Children Cognitive Ability Cognitive Processes Computer Games Computer Software Design Educational Games Games Interpersonal Relationship Learning Theories Learning theory Outcomes of Education Transfer of Training Video Games Visual effects Visual perception |
title | Children like it more but don’t learn more: Effects of esthetic visual design in educational games |
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