Abstract
This study investigates the effectiveness of the serious game like2be, which has been developed to support the individual career orientation process of adolescents by broadening their occupational horizon. In this paper, we present results from an intervention study with n = 809 adolescents in Swiss schools at the lower secondary education level. To analyze the extent to which cognitive, affective, and motivational factors are stimulated and what influence they have on expanding knowledge about occupations (measured learning outcome), we applied confirmatory factor analysis, multiple linear regression, and a structural equation model. The results indicate that the stimulation of cognitive processes through serious gaming has a statistically significant impact on learning outcome, although such factors as enjoyment, flow experience, or self-perceived benefits in playing like2be did not significantly impact gain in knowledge about occupations.
Talk to us
Join us for a 30 min session where you can share your feedback and ask us any queries you have
Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.