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Record W4413204490 · doi:10.1080/10494820.2025.2541382

The impact of a digital educational video game on academic achievement, multidimensional engagement, and disengagement in three distinct biology undergraduate course contexts

2025· article· en· W4413204490 on OpenAlex

Why this work is in the frame

A frame that forgets how it found something cannot be audited. These are the routes that admitted this work.

affAt least one author lists a Canadian institution in the pinned OpenAlex snapshot.
fundA Canadian funder is recorded on the work.
aboutThe title or abstract carries a Canadian signal from the geographic lexicon.

Bibliographic record

VenueInteractive Learning Environments · 2025
Typearticle
Languageen
FieldPsychology
TopicEducational Games and Gamification
Canadian institutionsMacEwan University
FundersSocial Sciences and Humanities Research Council of Canada
KeywordsDisengagement theoryStudent engagementAcademic achievementMathematics educationCourse (navigation)Educational gameGame based learningPsychologyVideo gameEducational technologyMultimediaComputer science

Abstract

fetched live from OpenAlex

Despite extensive research demonstrating the effectiveness of digital educational games in enhancing various learning outcomes, skepticism persists regarding their practical applicability in diverse educational settings. This study addresses a significant gap in literature by providing an empirical evaluation of a cellular biology educational game in post-secondary biology instruction across varied delivery contexts. The tower defense game, Life on the Edge, was assessed for impacts on academic achievement, multidimensional engagement, and disengagement after controlling learner factors (perceived prior knowledge, goal orientations, and game experience) in different biology undergraduate course contexts (online and face-to-face lecture and laboratory) at a Canadian public university. Nine hundred seventy-four students participated in the study, of which 449 were in experimental groups using the game, and 525 were in control groups using alternative learning resources. We conducted a t-test and found no significant differences in academic achievement within the three-course contexts. However, multivariate analysis of covariance (MANCOVA) showed that integrating the game in different course contexts improved behavioral, cognitive, and emotional engagement while reducing behavioral disengagement. This study provides empirical evidence of the engagement benefits of integrating educational video games into diverse course contexts. However, cognitive and emotional disengagement effects were inconsistent across these settings, highlighting the complexity of learner-game interactions. These results underscore the need for tailored implementation strategies to optimize the impact of digital games in education. By bridging research and practice, the study contributes to the theoretical understanding of game-based engagement and practical approaches for integrating educational games into post-secondary curricula.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

Full frame distilled prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. Learned from the 10,348 direct Codex labels and 10,348 direct Gemma labels. Candidate is the union of thresholded teacher heads; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels or direct frontier model labels.

metaresearch head score (Codex)0.000
metaresearch head score (Gemma)0.000
Version: codex-gemma-dda1882f352aValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Observational · Consensus signal: Observational
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.033
Threshold uncertainty score0.540

Codex and Gemma teacher scores by category

CategoryCodexGemma
Metaresearch0.0000.000
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0000.000
Bibliometrics0.0000.000
Science and technology studies0.0000.000
Scholarly communication0.0000.000
Open science0.0000.000
Research integrity0.0000.001
Insufficient payload (model declined to judge)0.0000.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.024
GPT teacher head0.379
Teacher spread0.355 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it