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14-Wen-Hao Huang
14-Wen-Hao Huang
a r t i c l e i n f o a b s t r a c t
Article history: This paper describes the process and results of an evaluation on an online game-based learning environ-
Available online 17 August 2010 ment (GBLE) by focusing on learners’ motivational processing and cognitive processing. The goal is to
explore how online GBLE might initiate and support learners’ goal-setting activities and impact learners’
Keywords: cognitive loads. The study surveyed 144 undergraduate students after their autonomous participation in
Motivation the online game available at the Nobel Prize Foundation website teaching the Heckscher–Ohlin Theory on
Cognitive load international trade. Grounded in the integrative theory of motivation, volition, and performance (MVP),
Game-based learning
the evaluation indicated that participants felt significantly confident in learning the subject. The per-
Mental effort investment
ceived satisfaction, however, was lower than the rest of motivational components possibly due to heavy
cognitive processing. The finding of cognitive load reported that learners perceived a significantly higher
level of intrinsic load than the germane load due to the novelty of the subject matter. Data analysis fur-
ther indicated a significant canonical correlation between learners’ motivational and cognitive process-
ing. This particular finding could inform future research to investigate specific motivational processing
components’ effects on learners’ cognitive load levels in online GBLEs.
Ó 2010 Elsevier Ltd. All rights reserved.
0747-5632/$ - see front matter Ó 2010 Elsevier Ltd. All rights reserved.
doi:10.1016/j.chb.2010.07.021
W.-H. Huang / Computers in Human Behavior 27 (2011) 694–704 695
benefited by the motivational strategies embedded in web-based Schunk, 1990), which plays a critical role in learning (Weiner,
courses based on ARCS principles. Other attempts have been situ- 1985). Studies also identified positive correlations between learn-
ated in interactive instructional settings to address the motiva- ers’ motivational levels and performance achievements (ChanLin,
tional processing issue (Dempsey & Johnson, 1998; Klein & 2009; Sachs, 2001; Sankaran & Bui, 2001). It is, however, often ne-
Freitag, 1991; Small & Ferreira, 1994). The learning environments glected in instructional design owing to its inherent complexity in-
that hosted these studies, however, were far less complex and dis- volved with self-regulatory skills, learner control (Armstrong,
tracting than what is commonly available in online GBLEs today. 1989; Baird & White, 1982; Lee, 1990) and meta-cognitive activi-
With regards to the cognitive demand, studies have concurred ties (Zimmerman, 1989; Zimmerman & Martinez-Pons, 1988).
that learners could be cognitively overloaded by highly interactive The ignored motivational components might discount the final
learning activities in GBLEs. In massively multiplayer online role learning and performance outcomes attained by learners (Cheng
playing games (MMORPGs), for instance, players need to invest a & Yeh, 2009; Keller, 1983; Spitzer, 1996).
substantial amount of mental effort to be able to simultaneously
interact with the game environment, game objects, game tasks, 2.2. ARCS model of motivational design
and other players. If it is beyond what the player’s limited cogni-
tive processing could handle, cognitive overload occurs (Ang The ARCS model of motivational design (Keller, 1983, 1987a,
et al., 2007). Enriched multimedia in educational games also im- 1987b), widely applied in instructional design processes that con-
pacts the efficiency on learners’ cognitive processing. Nelson and nects learning motivation with performance (Ames, 1992; Ander-
Erlandson (2008) argued that the multimedia information process- man & Maehr, 1994; Bandura, 1997; Huang & Johnson, 2002;
ing drawn from multiple information sources increases learners’ Keller, 2008; Weiner, 1985), suggests that learning motivation is
mental effort investment (cognitive load) to process the visual, tex- dependent of four perceptual components: attention, relevance,
tual, and audio elements. The design of multimedia messages confidence and satisfaction (Keller, 2008). Attention refers to the
should be based on multimedia learning principles in order to learner’s response to perceived instructional stimuli provided by
avoid cognitive overload (Mayer & Moreno, 2003). the instruction (Keller, 1983). Relevance helps learners associate
To emphasize the equal positions of motivational and cognitive their prior learning experience with the given instruction. Confi-
aspects of learning processes in multimedia learning environments, dence stresses the importance of building learners’ positive expec-
studies have proposed a potential relationship between learners’ tation towards their performance on the learning task. Satisfaction
motivational processing and their mental effort investment. Situ- comes near the end of the learning process when learners are al-
ated in the theory of multimedia learning (Mayer, 2001), Astleitner lowed to practice newly acquired knowledge or skills (Keller,
and Wiesner (2004) proposed an integrated model of multimedia 1987b). The model was initially developed as a conceptual tool
learning and motivation to connect learners’ cognitive processing in for diagnosing motivational problems and prescribing motivational
multimedia learning environments with their motivational levels strategies (Keller, 1983), which includes pre-measurement of
measured by the ARCS model of motivational design. Later Deimann learners’ motivational level, motivational intervention implemen-
and Keller (2006) included learners’ volitional control to explain tation, and post-measurement of learners’ motivational level.
motivational learning process in multimedia learning environ- ARCS model, based on various learning, instructional, and moti-
ments. Both theoretical frameworks, however, have not been empir- vation theories (Driscoll, 2000; Small & Gluck, 1994; Steers & Por-
ically examined in online game-based learning environments. ter, 1983), focuses on the interactions between learners and the
Therefore, this study aimed to understand (1) how a common instructional programs. Its main thesis is rooted in the expec-
online GBLE might impact learners’ motivational processing capac- tancy-value theory (Porter & Lawler, 1968; Vroom, 1964) that
ity, (2) how the GBLE might impact learners’ mental effort invest- views human behaviors as evaluative outcomes among expecta-
ment based on the cognitive load theory, and (3) what might be the tions (beliefs), perceived probability for success (expectancy), and
empirical relationship between learners’ motivational processing perceived impact of the success (value) (Palmgreen, 1984). What
and cognitive processing suggested by recent integrative theories the model theoretically measures, therefore, is the amount of effort
(Keller, 2008). invested by learners to achieve the learning goal (Small, 2000;
Song & Keller, 2001).
2. Literature review
2.3. Integrative theory of motivation, volition, and performance
needed activities that move them towards the performance goal. (e.g., multiple interactions in the game, user interface activities,
At the effect of volitional processing learners enter the interface and identity construction). The design online GBLEs, as interactive
between motivation and information processing. This is where learning environments, must consider learners’ limited cognitive
learners apply meta-cognitive strategies to actively manage their processing capacity, to ensure efficient learning processes (Kalyu-
learning processes within the limited cognitive processing capac- ga, 2007). Substantial efforts have also been devoted to study indi-
ity. The next stage, information and psychomotor processing, fo- vidual design elements in interactive learning environments and
cuses on how learners might utilize a variety of mental activities their effect on cognitive load. For example, the nonlinear fashion
to process information that leads to the desired performance. of textual information presentation often seen in GBLEs might in-
Learners at this stage carry out learning activities that help them crease learners’ cognitive load (Zumbach & Mohraz, 2008). Ani-
create and automate transferrable mental models. The processing mated instructional messages, by posing a higher level of
capacity, however, is limited by learners’ working memory. ineffective cognitive load, also might demand more cognitive pro-
Finally, the outcome processing stage allows learners to evalu- cessing capacity from learners (Ayres, Kalyuga, Marcus, & Sweller,
ate the discrepancy between the performance consequence and 2005; Ayres & Paas, 2007). While those findings were fruitful for
their invested efforts. Learners reflect upon all previous stages’ cognitive load studies to a large extent, further investigations are
experiences emotionally and cognitively, and develop a collective needed to discuss the collective effect of online GBLE elements
sense of satisfaction towards the learning process. on learners’ cognitive processing.
The implication of the theory of MVP is twofold. First, since
motivational processing is crucial at the early stage of the learning 2.5. Instructional materials motivational survey (IMMS) and cognitive
process, instructional designers must be cautious to neither over- load scale
whelm learners’ processing capacity nor distract them with com-
peting stimuli. In online GBLEs this design consideration is Keller (1993) developed a measuring instrument, instructional
particularly important (Astleitner & Wiesner, 2004). Second, learn- materials motivational survey (IMMS), to complement the imple-
ers’ cognitive processing activities could play a substantial role in mentation of the ARCS model. The instrument itself has raised sev-
sustaining the learners’ motivation, because after the motivational eral issues concerning its applicability to computer-based
and volitional processing, learners must interact with the learning instructional programs. First, there is a lack of empirical studies
environment cognitively with their limited processing capacity be- supporting the IMMS’s validity to measure each ARCS component.
fore the final outcome processing. Learners overloaded with cogni- Most of ARCS model-based research utilized ARCS model as a de-
tive stimuli, regardless of their initial attention, confidence, and sign guideline to design motivationally sound instructions
relevance levels (motivational processing results), are still vulner- (Arnone, 2003; Chyung, 2001; Jacobson & Xu, 2002). Second, there
able to be unmotivated by exhausting cognitive information pro- is a lack of studies investigating the motivational processing com-
cessing tasks. ponents as a whole. Sachs (2001) discussed the impact of confi-
dence level on learners’ ability to perform well, while Chang and
2.4. Recent studies on motivational and cognitive processing in online Lehman (2002) and Means (1997) both focused on the relevance
instructional games component of the ARCS model.
To address these issues, a study was conducted to preliminarily
GBLEs and many of their derivative forms are motivating to play validate the instrument in a computer-based learning environ-
(Huang & Johnson, 2008). Their effect in promoting meaningful ment. Based on the results of exploratory and confirmatory analy-
learning might be due to opportunities for ‘‘learning by doing” ses from 875 undergraduate students, the study concluded that
(Pannese & Carlesi, 2007). Klein and Freitag (1991) concluded that IMMS, while valid and applicable for the computer-based setting,
instructional board games had a positive impact on students’ its responsiveness to instructional programs’ features makes the
attention, relevance, confidence, and satisfaction levels. The instrument a design-practical diagnostic tool to evaluate learners’
context of the instructional board game, however, was not as inter- motivational processing in similar instructional settings (Huang
active and complex as learners can experience in online environ- et al., 2006).
ments today. Dickey (2007) analyzed a massively multiple-player
online game environment and reached two conclusions. First, on- 2.6. Cognitive load theory and mental effort measurement
line game environments could provide practical design models
for creating complex learning environments. Second, the character The gap between information structures presented in the
design and narrative environments of game environments could instructional material and human cognitive architecture must be
foster players’ intrinsic motivation and sustain their persistent par- bridged so that learners can use their working memory efficiently
ticipation in the game playing process. In a case study, Pannese and (Sweller, van Merriënboer, & Paas, 1998). Based on the assumption
Carlesi (2007) too identified factors that might integrate game that learning is supported by schema construction and automation,
playing with intended motivational learning processes with focus cognitive load theory (CLT) (Chandler & Sweller, 1991) proposes a
on the reflection aspect of the motivational processing. Although framework to connect cognitive learning processes with instruc-
studies have reported that digital games could be repurposed for tional design (van Merriënboer, Clark, & De Croock, 2002).
instructional applications due to their motivational support (Gee, CLT defines cognitive load as a multidimensional construct that
2003; Papastergiou, 2008; Prensky, 2001; Rieber, 1996), it remains includes task-based mental load induced by task characteristics,
inconclusive as to how those GBLEs could impact each motiva- learners’ performance, and mental effort invested by learners in
tional processing component, which poses challenges for designers the working memory to process information (Paas, Tuovinen, Tab-
to prescribe effective motivational design strategies (Cheng & Yeh, bers, & van Gerven, 2003; Paas & van Merriënboer, 1994; Sweller
2009). et al., 1998). Mental effort, among the three, is suggested as the
With regards to the cognitive processing in online GBLEs, many measure that reflects the authentic cognitive load of learners,
have discussed the design of GBLEs with focus on reducing learn- which indicates the actual cognitive load allocation by learners
ers’ cognitive load. In a qualitative exploratory study, Ang et al. as the result of interacting with task characteristics while achiev-
(2007) found that the game playing process in complex game- ing the desired performance (Kalyuga, 2007; Paas et al., 2003).
based environments could overtax players’ cognitive capacity due Three types of cognitive load which, combined, compose the to-
to common factors that are available in online GBLEs in general tal cognitive load: intrinsic, extraneous, and germane. The total
W.-H. Huang / Computers in Human Behavior 27 (2011) 694–704 697
cognitive load can never exceed a learner’s working memory 2.7. Purposes of the study
capacity. The total extraneous and germane cognitive load, com-
bined, is assumed to be equal to the total cognitive load minus Based on previous discussions on the lack of empirical support
the intrinsic cognitive load. Since the intrinsic cognitive load can- on how learners’ motivational processing and cognitive processing
not be manipulated via instructional interventions, instructional might be influenced by online GBLEs’, this study aimed to address
design’s main purpose is to optimize the combination of the extra- the following questions.
neous cognitive load and the germane cognitive load. That is to re-
duce the extraneous while increasing the germane cognitive load 1. What are learners’ motivational processing levels induced by
(van Gerven, Paas, van Merriënboer, & Schmidt, 2006). online GBLE based on the ARCS model of motivational design?
Intrinsic cognitive load is associated with the element interac- 2. What are learners’ cognitive processing levels induced by online
tivity – the degree to which information can be understood alone GBLE based on cognitive load theory?
without other elements’ involvement – inherent to the instruc- 3. Is there any empirical relationship between motivational pro-
tional material itself. Information with high element interactivity cessing and cognitive processing that might support the theory
is difficult to understand thus induces a high intrinsic cognitive of motivation, volition, and performance?
load, since the instruction requires more working memory for
information processing (Paas et al., 2003). The extraneous cogni- 3. Methodology
tive load and germane cognitive load, in contrast, can be manipu-
lated by instructional design (Brünken, Plass, & Leutner, 2003). 3.1. Overview of the online instructional game
Also known as ineffective cognitive load, as it only involves the
process of searching for information, extraneous cognitive load can The ‘‘Trade Ruler” game developed by the Nobel Prize Founda-
be influenced by the way information is structured and presented tion was selected as the target online GBLE for two reasons. First,
(Paas et al., 2003; Sweller et al., 1998). Considered a necessary cog- the content of the instructional game (economic theory) is novel
nitive cost of processing information, yet not related to the under- to the participants (undergraduate students majoring in Educa-
standing of the information or the construction of new schema or tion), and second, the interaction between learners and the game
mental models, extraneous cognitive load must be reduced (Brün- is enriched by its multimedia components and consistent cognitive
ken et al., 2003). One method found to be successful in reducing activities.
extraneous cognitive load is the use of well-structured instruc- Based on the Heckscher–Ohlin Theory, this online GBLE was de-
tional multimedia components since multimedia representations signed to teach general public about why countries need to trade
are able to lower the cognitive load by utilizing learners’ multiple goods and services with each other. The theory won the Sveriges
modalities to process information (Khalil, Paas, Johnson, & Payer, Riksbank Prize in Economic Sciences in Memory of Alfred Nobel
2005a, 2005b; Mayer & Moreno, 2003). in 1977 for its contribution to the field of international trade. The
In contrast to the desired low degree of the extraneous cogni- game is accessible online with web browsers. When players access
tive load, instructional materials should be designed to increase the entry page (http://nobelprize.org/educational_games/econom-
the germane cognitive load. Also known as effective cognitive load, ics/trade/) they can review the overview of the instructional game
the germane cognitive load indicates the mental effort learners in- consisting of the introduction and rules of the game, system
vest in learning (Paas et al., 2003). A higher germane cognitive load requirement for playing the game, history of Nobel Prize, and the
level is suggested to induce a deeper learning experience, which in Heckscher–Ohlin Theory. Players are directed to the theory page
turn, supports both near and far transfers of desired performance of the game, Why Trade, at the end of the overview page. Players
(Kalyuga, 2009; van Merriënboer et al., 2002). The essential design can easily start the game using a link consistently listed on the
principle for enhancing germane cognitive load is to deliver top-right corner of the page.
instructions that compel learners to constantly reexamine every Once the game starts, an ambient sound plays to simulate the
new piece of information while accessing their long-term memory oceanic climate of the island. The player is the ‘‘trade ruler” of
(de Crook, van Merriënboer, & Paas, 1998). the island of his/her choice. The ruler has two tasks. First, the ruler
CLT provides a framework to allow researchers constantly is responsible of managing the island’s production on its labor-
developing and revising valid and reliable measurements to gauge intensive (jeans) and capital-intensive (cell phones) products.
learners’ cognitive load and it is an ongoing process (Kalyuga, Some islands are better for manufacturing labor-intensive prod-
2009), which focuses on learners’ mental effort as the result of ucts while others might be advantageous in making capital-con-
interacting with instructional materials and environments (Sweller centrated goods. The second task of the ruler then is to decide
et al., 1998). The subjective category of the mental effort measure- what to trade with its trading partner, to maximize the islanders’
ment was often used as the main indicator of learners’ overall cog- welfare. Based on the rules of Heckscher–Ohlin Theory the game
nitive load in earlier studies, because its higher reliability, validity, provides immediate feedback to the ruler’s trading decisions and
and sensitivity to learners’ small cognitive load changes when it completes one play cycle. Each player has three cycles to accu-
compared to the other two categories (physiological, and task/per- mulate as many points as possible. See Appendix A for the screen-
formance-based) (Paas & van Merriënboer, 1994; Paas, van Merrië- shots accompanied by each step.
nboer, & Adam, 1994). Paas and van Merriënboer (1994) proposed
a 9-point symmetrical category scale to ask learners to report their 3.2. Participants and setting
invested mental effort. Later a similar 7-point symmetrical scale
was proposed the tested by other researchers (Kalyuga, Chandler, The study recruited undergraduate students from a subject pool
& Sweller, 1999; Marcus, Cooper, & Sweller, 1996). Recent studies of a public Midwestern University in the United States. All partic-
suggested that the measurements also need to include data sources ipants were majoring in Education and novice about the topic of
to identify individual types of cognitive load to better inform fol- the GBLE. They accessed the target online GBLE in a laboratory set-
low-up design actions, which suggest that learners’ self-reported ting with minimal interruption. No time limit was imposed for par-
mental effort was related to the intrinsic cognitive load; and self- ticipants to finish the game. All participants were instructed to
reported task difficulty rating might indicate the germane cogni- read the intended economic theory on the entry page then proceed
tive load (Ciernak, Scheiter, & Gerjets, 2009; DeLeeuw & Mayer, to the game. After completing the game participants were redi-
2008). rected to an online survey program to respond to the motivational
698 W.-H. Huang / Computers in Human Behavior 27 (2011) 694–704
processing and cognitive load survey. At the end 144 sets of re- Table 2
sponses were valid for data analysis. ARCS levels by components.
Table 1
Reported levels by items.
Table 3
Paired t-test results.
Table 4
Tests of canonical dimensions.
Table 5
Standardized canonical coefficients.
Dimension 1*
Canonical coefficient Structure correlation Redundancy index
Motivational processing components .05
Attention 1.08 .78
Relevance .42 .22
Confidence .40 .58
Satisfaction .48 .03
Cognitive processing components .05
Mental effort investment .92 .77
Difficulty level .65 .44
700 W.-H. Huang / Computers in Human Behavior 27 (2011) 694–704
design his or her characters in the game by customizing the char- processing that contributed to continuously explore the learning
acters’ hair, facial features, clothing, and names. Finally, the game task. At the end of the learning process, however, they reported a
uses vivid color contrast for all visual representations and its page relatively low level of satisfaction as the result of the outcome pro-
layout remains consistent throughout the game, which prevents cessing. This finding can be explained by theories reviewed previ-
the game from overloading players’ visual modality in processing ously. Considering the MVP theory (Keller, 2008), although the
information. In this study learners reported a moderately high le- stages between motivational processing and outcome processing
vel of attention to initiate their exploratory activities. The attention serve numerous purposes, all of them require cognitive processing
level represents learners’ curiosity induced by the GBLE. Too much capacity. For instance, the volitional control processing stage
of it in the early stage of the motivational process could distract would need learners’ mental effort to convert intentions into ac-
learners from the intended learning task (Keller, 2008). Consider- tions (Gollwitzer, 1999). Clearly learners’ cognitive capacities were
ing learners’ significantly higher confidence level later in the moti- in high demand in the online GBLE. Since researchers on cognitive
vational processing, this finding implies that the attention stimuli load have concluded that an overloaded cognitive capacity can de-
level might be appropriate in the GBLE. motivate learners (Sweller et al., 1998), this paper argues that the
Although participants reported a moderate to high levels on the target online GBLE might overload learners’ cognitive capacity thus
confidence and attention components, they did not perceive a sig- lead to a fairly unsatisfactory learning experience.
nificantly high level of relevance from interacting with the game.
The novelty of the game content might contribute to the finding.
5.3. Relationship between motivational processing and cognitive
By reviewing the items on relevance component, it is clear that
processing
although learners were moderately interested in the value of the
game content for other people, they did not see the immediate im-
The canonical relationship between motivational processing
pact of understanding international trade theory in their own lives.
and cognitive processing was found significant in the study. A
The self-determination theory (Ryan & Deci, 2000) also could par-
canonical coefficient of .35 in Dimension 1, considered by many,
tially explain the finding. The theory considers relevance as part of
is sufficient for further empirical investigation (Garson, 2008). Ren-
extrinsic motivation to drive learner behaviors and it often de-
cher (2002) argued that the redundancy index calculation is not
mands a high level of contextual support to help learners internal-
appropriate for multivariate analysis, which might contribute to
ize the behavior. In other words, the design of GBLE in this study
the low redundancy indexes found in the study. Furthermore, the
might need to strengthen the connection between the subject mat-
structure correlation analysis showed promising results on how ori-
ter and learners’ experiences and needs.
ginal variables of motivational processing and cognitive processing
The perceived satisfaction level reported from participants was
could impact the canonical correlation between the two constructs
the lowest when compared to the ARC components. The t-test sug-
with exceptions of satisfaction and task difficulty variables. Based
gested that it is only significantly different from the attention and
on the theory of MVP, learners’ motivational processing and cogni-
confidence components. Satisfaction, in the context of MVP theory,
tive processing contribute to the final perceived satisfaction level,
is the result of learners’ cognitive evaluation on the discrepancy
which suggests satisfaction’s independent role in forming the
between invested efforts and perceived outcome. A substantial
canonical variate from either side. With regards to the perceived
learning outcome coupled with a small effort investment, for in-
task difficulty, the finding, to a large extent, concurs with previous
stance, can increase the satisfaction level. In this study learners re-
cognitive load studies. Because the germane cognitive load (mea-
ported a moderate level of satisfaction that is higher than the mid-
sured by self-reported task difficulty) is part of the overall cognitive
point of the scale, which implies that learners might consider the
load (measured by mental effort investment) thus it does not di-
learning outcome a fair result of their invested efforts. This finding,
rectly contribute to the canonical variate. On the other hand, the
however, presents a sustainability issue. Given learners were only
attention and confidence components of motivational processing
moderately satisfied with the learning experiences, they might not
and mental effort investment of cognitive processing demonstrated
come back to the same GBLE for future learning tasks.
a strong association with their individual canonical variates (i.e., the
canonical structure loading >.30) (Garson, 2008). This finding sug-
5.2. Cognitive processing and learners’ motivation in online GBLE
gests their potential impact in managing the canonical correlation
since they could substantially affect the composition of individual
As indicated in the integrative theory of motivation, volition,
variates that enable the canonical correlation. In summary the find-
and performance (MVP) (Keller, 2008), a full motivational learning
ings preliminarily support the relationship suggested by the theory
cycle should begin with the motivational processing that helps
of MVP that learners’ motivational processing could impact their
learners identify the performance goals and end with an outcome
cognitive information processing effort. Moreover, the findings
processing with learners’ satisfaction level towards the learning
empirically validate a previous conceptual framework in calculating
process. The motivational processing’s goal is to synthesize learn-
the relationship between learners’ motivational involvement and
ers’ interests, motives, values, and expectancies thus confirms their
mental effort investment in the context of cognitive load (Paas,
intention to participate in the learning process further. In the con-
Tuovinen, van Merriënboer, & Darabi, 2005). The results of this
text of ARCS model of motivational design, the motivational pro-
study, however, did not conclude the direction of the effect between
cessing refers to the attention, relevance, and confidence
motivational and cognitive processing. Likewise the roles of both
components respectively. The satisfaction component, based on
processing in supporting learners’ perceived satisfactory learning
the theory of MVP, becomes the result of the outcome processing
experiences are beyond the scope of this study.
at the end of the motivational learning cycle. Between the motiva-
tional processing (ARC) and outcome processing (S) are series of
interrelated learning activities that demand learners’ cognitive 6. Conclusion and future research
information processing capacity. These cognitive processing activ-
ities, therefore, could impact learners’ perceived satisfaction levels. Grounded in the theory of MVP, the study empirically con-
Learners with a high level of intention to pursue the performance firmed the underlying relationship between learners’ motivational
goal could be either encouraged or frustrated at the end of the processing and cognitive processing in an online GBLE. The find-
learning process due to experienced cognitive processing activities. ings further present new research directions to investigate the
In this study learners started out with an effective motivational dynamics between learners’ motivational processing and their
W.-H. Huang / Computers in Human Behavior 27 (2011) 694–704 701
cognitive activities. Future research should focus on the utilization 4. After selecting the island, the player can customize his or her
of game characteristics in online GBLEs to better manage learners’ avatar in the game and name it.
motivational level, volitional control, and cognitive activities.
Appendix A
3. On this page the player can select his or her island to rule.
Note that each island has different allocation of labor and
capital resources that impact its production capabilities. In
this case the player selects the Pink Island.
702 W.-H. Huang / Computers in Human Behavior 27 (2011) 694–704
6. On this page the player receives the specific of his or her 9. On this page the game provides immediate feedback to your
game tasks. production adjustment decision.
7. This page presents the trade ruler’s command center. All deci- 10. After receiving the feedback, the player clicks the trade but-
sion-making and feedback are delivered via the big monitor ton to decide what to trade. On this page the player can ad-
on the right side of the room. The player needs to click on just the amount of jeans and cell phones to be sold to the
the production, trade, and council buttons to decide what to trading partner. In this case the ruler decided to trade six
produce, what to trade, and receive feedback from the game. pairs of jeans for six cell phones with the partner (Yellow
Island).
12. At the end of the 1st play cycle, the player can review the 15. Finally, the player gets to be compared to other players who
outcome of the trade decision. Note that in the result are have played the game. Here shows an award stand with the
the citizens of the Pink Island were neither happy nor upset players.
about the trade outcome.
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