0000000000365008

AUTHOR

Anna Katharina Preuß

0000-0003-3539-8859

showing 2 related works from this author

The Impact of Personality and Motivation on Immersion in Simulation Games

2020

The cognitive-motivational process model of learning describes how personality traits in a specific situation influence current learner motivation and through certain mediators, the learning outcome. This study investigates the influence of personality traits and current motivation on these mediators. For 86 high school students playing a simulation game, the Big Five, the need for cognition, current motivations, immersion, and joy of learning were measured. A hierarchical regression analysis showed that need for cognition, interest, and challenge significantly and positively impacts the experienced immersion. Also, the joy of learning correlates positively with immersion. The adapted model…

media_common.quotation_subject05 social sciences050301 education0506 political scienceEducation050602 political science & public administrationDevelopmental and Educational PsychologyImmersion (virtual reality)PersonalityRole playingBig Five personality traitsPsychology0503 educationSocial psychologymedia_commonInternational Journal of Game-Based Learning
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The Learning Process in Live-Action Simulation Games: The Impact of Personality, Motivation, Immersion, and Flow on Learning Outcome in a Simulation …

2021

Background Against the backdrop of the cognitive-motivational process model proposed by Vollmeyer and Rheinberg (1998) , this study investigates how the personality trait need for cognition in combination with a specific situation (short and long version of a live-action simulation game), current motivation, and immersion and flow (mediators) predict the learning outcome in the simulation game EVERYDAY LIFE IN THE CLASSROOM ( Starker & Imhof, 2014 ). Methods N = 138 teacher students played the short 2-hour version of the simulation game, and N = 77 played the long 2-day version. Need for cognition, current motivation, immersion, flow, and learning outcome were measured by self-report qu…

Need for cognitionHigher educationbusiness.industryProcess (engineering)media_common.quotation_subjectGeneral Social SciencesLive actionOutcome (game theory)Computer Science ApplicationsImmersion (virtual reality)TraitPersonalityPsychologybusinessCognitive psychologymedia_commonSimulation & Gaming
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