appreciation of various game aspects, pertaining to
the structure (5 questions), user-friendliness and
clarity (5 questions), the timing of the phases (2
questions), the quality of the dilemmas and
assignments (5 questions), and the interaction during
collaboration (2 questions).
3 RESULTS
We found that most individual reports (76%) could
be graded as sufficient. The average grade for all
participants was M = 6.62, SD = 1.29. We added a
control group to establish if playing the game does
contribute at all to learning. As you see in Table 1
the average teacher grades for the control group
were indeed lowest, so there appears to be an effect
of playing the game. This effect appears significant
when we compare the non-playing group to the low-
structured (t (18) = 2.97, p < 0.01) and the medium-
structured condition (which we left out of the
analyses). However, we could not observe a
significant difference between non-players and those
playing the high-structured version (t (17) = 0.67, p
= 0.51).
Table 1: Average report grades for all conditions, both
from teachers and peers.
High
structure
(n = 9)
Low
structure
(n = 10)
Control
(n = 10)
All
(N = 29)
Assessment
M SD
M SD M SD M SD
Teacher grade
6.44
1.59
7.35
1.03
6.05
0.93
6.62
1.29
Peer rating
7.93 .66 7.52
1.04
7.68
0.89
7.70
0.87
When looking for an overall effect of condition (N =
29) on learning effect we see a clear trend: low-
structure scores best, than high-structure, and finally
the control group. This effect is ‘marginally’
significant (F (2, 26) = 3.072, MSE = 4.428, p =
0.063,
p
2
= 0.18), with values of the partial-eta-
squared above .13 showing large effect size
according to Cohen (1988). On top of this and even
more importantly for the central research question, a
significant difference (t (17) = 4,86, p = 0.042) is
found in favour of low-structure when comparing
with high-structure (N= 19). When looking at the
peer ratings, we do not find any significant
differences between conditions.
For most items in the student satisfaction
questionnaire we did not find significant differences
between both versions of the game, with just two
exceptions. The low-structured group showed to be
more satisfied with the amount of time to play (item
6). The high-structured group indicated that the
overall structure was too high (item 11), a finding in
line with what was reported on learning effects. It
did not become clear that low-structure was
appreciated more by students on various aspects.
We may conclude that collaboration can be
successfully facilitated by scripting serious games
when we take into account the importance of good
instruction and optimal structure. This study found
that over-scripting may indeed have disruptive
learning effects. Players of the low-structured
version of the mastership game produced reports that
were graded significantly higher than the ones of
those playing the high-structured version (and of
those not playing the game).
For the generalizability of these findings it will
be useful to carry out studies that research the
effectiveness of other types of collaboration scripts
and implementations in other domains.
ACKNOWLEDGEMENTS
This study was carried out as research activity
within the ‘Learning Media’ program of CELSTEC
(Open University of the Netherlands), and within the
Lectorate ‘Workplace Learning and ICT’ (NHL
University of Applied Science, The Netherlands).
Authors and developers from both institutes worked
closely together during development of the game
and this study. We express our thanks to both
institutes for their funding, and to NHL students for
participating.
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Dillenbourg, P. (2002). Over-scripting CSCL: the risks of
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Dillenbourg, P., & Hong, F. (2008). The mechanics of
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