Cognitive consequences of making computer-based learning activities more game-like

Some students (base group) played the Circuit Game, a 10-level computer-based learning activity intended to help students learn how electrical circuits work. Other students (competition group) played the same game but with competition features added including a score bar showing performance on each level, the opportunity to earn one ticket per level if a performance criterion is met, and the opportunity to win a prize based on the number of tickets earned. On a retention test given after the game, the competition group remembered significantly more than the base group (d = 0.47). On an embedded transfer test constituting the final level of the game, the groups did not differ significantly. However, on the transfer test there was a significant gender by group interaction in which men performed worse in the competition group than the base group (d = −0.54) and women performed better in the competition group than the base group (d = 0.24). Overall, adding game-like features to a computer-based learning activity caused students to pay attention to game details but did not motivate students particularly men to learn more deeply. (http://www.sciencedirect.com/science/article/pii/S0747563211001038)

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Field Value
Source ISSN: 0747-5632
Author Deleeuw, Krista E., Mayer, Richard E.
Maintainer CCSD
Last Updated May 16, 2026, 11:41 (UTC)
Created May 16, 2026, 11:41 (UTC)
Identifier hal-00702984
Language en
contributor Department of Psychology ; University of California (UC)
creator Deleeuw, Krista E.
date 2011-05-16T00:00:00
harvest_object_id e6104eb0-1f68-4e24-8def-045020d94518
harvest_source_id 3374d638-d20b-4672-ba96-a23232d55657
harvest_source_title test moissonnage SELUNE
metadata_modified 2026-01-11T00:00:00
set_spec type:ART