Motivational Matrix for Educational Games

Motivational Matrix for Educational Games

Athanasis Karoulis
ISBN13: 9781605660264|ISBN10: 1605660264|EISBN13: 9781605660271
DOI: 10.4018/978-1-60566-026-4.ch432
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MLA

Karoulis, Athanasis. "Motivational Matrix for Educational Games." Encyclopedia of Information Science and Technology, Second Edition, edited by Mehdi Khosrow-Pour, D.B.A., IGI Global, 2009, pp. 2710-2715. https://doi.org/10.4018/978-1-60566-026-4.ch432

APA

Karoulis, A. (2009). Motivational Matrix for Educational Games. In M. Khosrow-Pour, D.B.A. (Ed.), Encyclopedia of Information Science and Technology, Second Edition (pp. 2710-2715). IGI Global. https://doi.org/10.4018/978-1-60566-026-4.ch432

Chicago

Karoulis, Athanasis. "Motivational Matrix for Educational Games." In Encyclopedia of Information Science and Technology, Second Edition, edited by Mehdi Khosrow-Pour, D.B.A., 2710-2715. Hershey, PA: IGI Global, 2009. https://doi.org/10.4018/978-1-60566-026-4.ch432

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Abstract

The study of the motivational factor in educational games (aka EduGames) has been limited up to now. A former study (Karoulis, 2004) discussed some aspects and proposed the adherence to the ARCS model of motivation proposed by Keller (Keller, 1983; Keller, 1998), which describes the motivation of any educational piece according to four factors: attention, relevance, confidence, and satisfaction. Present study attempts to summarize the attributes of any EduGame, as they are encountered in the relative literature (including representations) and to match every one of those attributes to one (or more) of the ARCS-factors of motivation. The benefit of this approach is a better understanding of the motivational nature of every attribute of every EduGame and an obvious extension is the evolvement of a set of design guidelines for designers of EduGames and educational software in general.

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