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Ljiljan Veselinović, Merima Činjarević, L. Turulja, Anes Torlakovic
0 10. 3. 2025.

Let’s climb the ladders of digital game-based learning experience: a means-end chain perspective

Purpose Digital game-based learning (DGBL) has emerged as a new learning method that offers ample advantages compared to traditional learning environments. Although previous research supports the effectiveness of DGBL, there is a lack of studies explaining the relationship between the concrete elements of a digital game and the highly abstract and intangible personal values. Thus, this paper aims to employ means-end chain (MEC) theory to identify the attributes of DGBL, the benefits that learners derive from these attributes and how these benefits contribute to learners’ terminal values. Design/methodology/approach This paper used MEC theory to map the attributes, consequences and values of DGBL. The study was conducted on 20 students at a European university, and data analysis using the laddering technique included content analysis, classification into A-C-V levels, construction of an implication matrix and generation of a hierarchical value map (HVM). Findings This study provides insight into key design elements of digital educational games through a hierarchical value map, identifying how attributes such as interactive content, simulation of real-world situations and adaptability influence psychological and functional consequences that lead to higher student values: happiness, achievement, personal growth and autonomy. The four dominant trajectories associated with DGBL are the happiness-driven, achievement-driven, growth-driven and autonomy-driven trajectories, each of which is supported by relevant learning and motivation theories. The study also highlights the importance of elements such as reduced cognitive load, greater emotional engagement and tailored educational content in improving learning outcomes. Research limitations/implications The research is based on subjective, self-reported data and a sample of higher education students at a single European university, which may limit the applicability of the findings to lower educational levels and other cultural contexts. Additionally, the analysis encompasses DGBL in general, without focusing on specific types of games or modes of play. Practical implications The results obtained from the means-end analysis are valuable for understanding the fundamental values of learners that motivate them to engage in DGBL, offering insight into game design attributes and consequences related to higher-order personal values. The present study shows that the three most important game design elements are interactive content, simulation of the real-world and customization. Originality/value This study extends the application of the MEC approach in a new context and validates the laddering technique, revealing the hierarchy of values that students realize through DGBL. It also provides insight into the pathways linking attributes, consequences and values and offers a solid HVM framework for future research on the impact of game design elements on learning outcomes.

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