Activity Theory in Digital Game-Based Learning: A Geometry Case Study

dc.contributor.authorSors Vidal, Oriol
dc.contributor.authorPuig Puig, Anna
dc.contributor.authorRodríguez Santiago, Inmaculada
dc.date.accessioned2025-12-16T08:43:19Z
dc.date.available2025-12-16T08:43:19Z
dc.date.issued2025-05-16
dc.date.updated2025-12-16T08:43:20Z
dc.description.abstractDigital Game-Based Learning (DGBL) is a complementary methodology to tra-ditional instruction, yet it often faces conceptual and practical limitations inevolving educational environments. These include the closed nature of gamesand a narrow focus on single competencies. To address these challenges, thisstudy explores DGBL through the third generation of Activity Theory (AT)and applies the Expansive Learning framework. Specifically, we investigatethe following research questions: RQ1:”How does Expansive Learning de-signed in a game influence the learning experience in terms of learning out-comes and engagement?”, and RQ2:”How do game challenges created by stu-dents impact their peers’ learning experience?”. To answer these questions,a quasi-experimental study was conducted with secondary students, includinga control group (players) and an experimental group (players+creators), usingGeoBuild, a geometry game based on Expansive Learning principles. Learn-ing outcomes were assessed via pre- and post-tests, motivation and enjoymentthrough questionnaires, and engagement using in-game analytics and qualitativefeedback. Although all students improved their learning outcomes, the controlgroup outscored the experimental group in the final exam. However, they mademore errors in peer-created challenges, which were harder than those set by theteacher. Challenge completion rates were similar, and students found the expe-rience engaging, suggesting promising grounds for further research.
dc.format.extent23 p.
dc.format.mimetypeapplication/pdf
dc.identifier.idgrec761506
dc.identifier.issn2384-8766
dc.identifier.urihttps://hdl.handle.net/2445/224960
dc.language.isoeng
dc.publisherSerious Games Society
dc.relation.isformatofReproducció del document publicat a: https://doi.org/10.17083/ijsg.v12i2.916
dc.relation.ispartofInternational Journal of Serious Games, 2025, vol. 12, num.2, p. 91-113
dc.relation.urihttps://doi.org/10.17083/ijsg.v12i2.916
dc.rightscc-by-nc-nd (c) Sors, O. et al., 2025
dc.rights.accessRightsinfo:eu-repo/semantics/openAccess
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/
dc.subject.classificationAprenentatge basat en el joc
dc.subject.classificationInteracció persona-ordinador
dc.subject.classificationDisseny de videojocs
dc.subject.classificationJocs seriosos
dc.subject.otherGame-based learning
dc.subject.otherHuman-computer interaction
dc.subject.otherVideo games design
dc.subject.otherSerious games
dc.titleActivity Theory in Digital Game-Based Learning: A Geometry Case Study
dc.typeinfo:eu-repo/semantics/article
dc.typeinfo:eu-repo/semantics/publishedVersion

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