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Digital technologies come with the promise to increase learning efficiency and motivation by improving learning differentiation, personalization, and adaptation to specific students’ preferences and characteristics. The article presents an in-depth study of learners' learning and playing styles and their implications for educational video games. The authors propose a concise model to determine the level of style preferences and dominance. The survey identifies by self-reports both the VARK learning styles and ADOPTA playing styles of 676 students from K12 and university. The results demonstrate that the majority of learners do not have clear preferences and use multiple learning styles simultaneously. Some observations are made for predispositions about Kinesthetic learning in combination with Visual and Auditory learning. Logician appears to be the most popular playing, while the Competitor style is the least common among students. These outcomes are discussed concerning educational video games and individual differences of learners.
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This page is a summary of: Learning and playing style differences between K12 and university students related to educational video games, Interactive Technology and Smart Education, January 2025, Emerald,
DOI: 10.1108/itse-09-2024-0223.
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