TY - JOUR
T1 - Experimental comparisons of face-to-face and anonymous real-time team competition in a networked gaming learning environment
AU - Yu, Fu Yun
AU - Han, Chialing
AU - Chan, Tak Wai
PY - 2008/8/1
Y1 - 2008/8/1
N2 - This study investigates the impact of anonymous, computerized, synchronized team competition on students' motivation, satisfaction, and interpersonal relationships. Sixty-eight fourth-graders participated in this study. A synchronous gaming learning system was developed to have dyads compete against each other in answering multiple-choice questions set in accordance with the school curriculum in two conditions (face-to-face and anonymous). The results showed that students who were exposed to the anonymous team competition condition responded significantly more positively than those in the face-to-face condition in terms of motivation and satisfaction at the 0.050 and 0.056 levels respectively. Although further studies regarding the effects of anonymous interaction in a networked gaming learning environment are imperative, the positive effects detected in this preliminary study indicate that anonymity is a viable feature for mitigating the negative effects that competition may inflict on motivation and satisfaction as reported in traditional face-to-face environments.
AB - This study investigates the impact of anonymous, computerized, synchronized team competition on students' motivation, satisfaction, and interpersonal relationships. Sixty-eight fourth-graders participated in this study. A synchronous gaming learning system was developed to have dyads compete against each other in answering multiple-choice questions set in accordance with the school curriculum in two conditions (face-to-face and anonymous). The results showed that students who were exposed to the anonymous team competition condition responded significantly more positively than those in the face-to-face condition in terms of motivation and satisfaction at the 0.050 and 0.056 levels respectively. Although further studies regarding the effects of anonymous interaction in a networked gaming learning environment are imperative, the positive effects detected in this preliminary study indicate that anonymity is a viable feature for mitigating the negative effects that competition may inflict on motivation and satisfaction as reported in traditional face-to-face environments.
UR - http://www.scopus.com/inward/record.url?scp=50149107454&partnerID=8YFLogxK
U2 - 10.1089/cpb.2007.0171
DO - 10.1089/cpb.2007.0171
M3 - 期刊論文
C2 - 18721101
AN - SCOPUS:50149107454
SN - 1094-9313
VL - 11
SP - 511
EP - 514
JO - Cyberpsychology and Behavior
JF - Cyberpsychology and Behavior
IS - 4
ER -