Social gaming is inSIDE: Impact of anonymity ...
Type de document :
Article dans une revue scientifique: Article original
URL permanente :
Titre :
Social gaming is inSIDE: Impact of anonymity and group identity on performance in a team game-based learning environment
Auteur(s) :
Le Hénaff, Benjamin [Auteur]
Laboratoire de Psychologie : Cognition, Comportement, Communication [LP3C - EA1285]
Michinov, Nicolas [Auteur]
Laboratoire de Psychologie : Cognition, Comportement, Communication [LP3C - EA1285]
Le Bohec, Olivier [Auteur]
Laboratoire de Psychologie : Cognition, Comportement, Communication [LP3C - EA1285]
Delaval, Marine [Auteur]
Centre de Recherches en Psychologie Cognition et Communication [CRPCC EA 1285]
Laboratoire de Psychologie : Cognition, Comportement, Communication [LP3C - EA1285]
Michinov, Nicolas [Auteur]
Laboratoire de Psychologie : Cognition, Comportement, Communication [LP3C - EA1285]
Le Bohec, Olivier [Auteur]
Laboratoire de Psychologie : Cognition, Comportement, Communication [LP3C - EA1285]
Delaval, Marine [Auteur]

Centre de Recherches en Psychologie Cognition et Communication [CRPCC EA 1285]
Titre de la revue :
Computers and Education
Numéro :
82
Éditeur :
Elsevier
Date de publication :
2015
ISSN :
0360-1315
Mot(s)-clé(s) en anglais :
Anonymity Intergroup comparison
Distance education and telelearning
Social gaming
Interactive learning environments
Distance education and telelearning
Social gaming
Interactive learning environments
Discipline(s) HAL :
Sciences de l'Homme et Société/Psychologie
Sciences de l'Homme et Société
Sciences de l'Homme et Société
Résumé en anglais : [en]
The present experiment aimed to determine how quiz performance in a team game-based learning environment can be predicted from the Social Identity model of Deindividuation Effects (SIDE). According to this model, anonymity ...
Lire la suite >The present experiment aimed to determine how quiz performance in a team game-based learning environment can be predicted from the Social Identity model of Deindividuation Effects (SIDE). According to this model, anonymity influences social behavior by accentuating the salience of group identity and reducing interpersonal differences, leading to greater group identification and motivation to work for one's own group. As these effects could lead to higher cognitive performance, the goal of the present research was to extend predictions based on the SIDE model on performance in online gamebased learning environments. After measuring their prior computing knowledge, 343 Master Degree students were placed in virtual teams on a trivial criterion to perform a series of online quizzes about computing and the Internet. An anonymous (or individuated) username was attributed to each team member to connect to the online learning environment, and information about comparison between teams was used to manipulate the degree of salience of group identity (high versus low). As predicted by the SIDE model, anonymity boosted performance when group identity was salient, but only for students with low prior knowledge. Unexpectedly, it was also found that anonymity boosted the performance of students with high prior knowledge when group identity was not salient. A similar pattern was found for perceived mastery of computing and the Internet. Theoretical and practical implications of the SIDE model are discussed, and specifically its application to social gaming to optimize online learningLire moins >
Lire la suite >The present experiment aimed to determine how quiz performance in a team game-based learning environment can be predicted from the Social Identity model of Deindividuation Effects (SIDE). According to this model, anonymity influences social behavior by accentuating the salience of group identity and reducing interpersonal differences, leading to greater group identification and motivation to work for one's own group. As these effects could lead to higher cognitive performance, the goal of the present research was to extend predictions based on the SIDE model on performance in online gamebased learning environments. After measuring their prior computing knowledge, 343 Master Degree students were placed in virtual teams on a trivial criterion to perform a series of online quizzes about computing and the Internet. An anonymous (or individuated) username was attributed to each team member to connect to the online learning environment, and information about comparison between teams was used to manipulate the degree of salience of group identity (high versus low). As predicted by the SIDE model, anonymity boosted performance when group identity was salient, but only for students with low prior knowledge. Unexpectedly, it was also found that anonymity boosted the performance of students with high prior knowledge when group identity was not salient. A similar pattern was found for perceived mastery of computing and the Internet. Theoretical and practical implications of the SIDE model are discussed, and specifically its application to social gaming to optimize online learningLire moins >
Langue :
Anglais
Comité de lecture :
Oui
Audience :
Internationale
Vulgarisation :
Non
Collections :
Date de dépôt :
2023-07-07T15:09:53Z
2023-08-30T09:48:04Z
2023-08-30T09:48:04Z